The Elder Scrolls IV: Oblivion - Walkthrough (IGN/Gamespy Exclusive)
Version: 1.0
Date: 04/05/06

Created by:

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Title: The Elder Scrolls IV: Oblivion
System: PC, Xbox 360
Developer: Bethesda Softworks
Publisher: 2K Games
Release Date: 20 March 2006

Table of Contents

01 - Introduction
02 - Races
03 - Classes
04 - Skills/Attributes
05 - Birthsigns
06 - Walkthrough
07 - Quests
08 - Vampires
09 - Map
10 - Items
11 - Cheats/Secrets
12 - Miscellanea
13 - FAQ
14 - Changelog
15 - Conclusion

Table of Contents (Expanded version)

01 - Introduction
02 - Races
03 - Classes
04 - Skills/Attributes
05 - Birthsigns
06 - Walkthrough
06.1 - Tutorial
06.2 - Deliver the Amulet
06.3 - Find the Heir
06.4 - Breaking the Siege of Kvatch
06.5 - Weynon Priory
06.6 - The Path of Dawn
06.7 - Spies
06.8 - Blood of the Daedra
06.9 - Azura
06.10 - Bruma Gate
06.11 - Blood of the Divines
06.12 - Miscarcand
06.13 - Allies for Bruma
06.14 - The Defense of Bruma
06.15 - Paradise
06.16 - Light the Dragonfires
06.17 - Imperial Dragon Armor
07 - Quests
07a - Mages Guild
07a.1 - Bruma Recommendation
07a.2 - Bravil Recommendation
07a.3 - Cheydinhal Recommendation
07a.4 - Anvil Recommendation
07a.5 - Skingrad Recommendation
07a.6 - Leyawiin Recommendation
07a.7 - Chorrol Recommendation
07a.8 - A Mage's Staff
07a.9 - Ulterior Motives
07a.10 - Vahtacen's Secret
07a.11 - Necromancer's Moon
07a.12 - Liberation or Apprehension?
07a.13 - Information At a Price
07a.14 - A Plot Revealed
07a.15 - Ambush
07a.16 - Confront the King
07b - Fighters Guild
07b.1 - The Desolate Mine
07b.2 - A Rat Problem
07b.3 - The Unfortunate Shopkeeper
07b.4 - Unfinished Business
07b.5 - Drunk and Disorderly
07b.6 - Den of Thieves
07b.7 - Amelion's Debt
07b.8 - The Master's Son
07b.9 - More Unfinished Business
07b.10 - Azani Blackheart
07b.11 - The Wandering Scholar
07b.12 - The Fugitives
07b.13 - Trolls of Forsaken Mine
07b.14 - The Noble's Daughter
07b.15 - Mystery at Harlun's Watch
07b.16 - The Stone of St. Alessia
07b.17 - Information Gathering
07b.18 - Infiltration
07b.19 - The Hist
07c - The Arena (Incomplete)
07c.1 - Ranks and Gold rewards
07c.2 - Pit Dog Matches
07c.3 - Brawler Matches
07c.4 - Bloodletter Matches
07c.5 - Myrmidon Matches
07c.6 - Warrior Matches
07c.7 - Gladiator Matches
07c.8 - Hero Matches
07c.9 - Champion Match
07d - Thieves Guild
07d.1 - May the Best Thief Win
07d.2 - Independent Thievery
07d.3 - Untaxing the Poor
07d.4 - The Elven Maid
07d.5 - Adharji's Heirloom
07d.6 - Misdirection
07d.7 - Lost Histories
07d.8 - Taking Care of Lex
07d.9 - Turning a Blind Eye
07d.10 - Arrow of Extrication
07d.11 - Boots of Springheel Jak
07d.12 - The Ultimate Heist
07e - Dark Brotherhood (Incomplete)
07e.1 - A Knife in the Dark
07e.2 - Welcome to the Family
07e.3 - A Watery Grave
07e.4 - Blood of the Damned
07e.5 - Accidents Happen
07e.6 - No Rest for the Wicked
07e.7 - Scheduled for Execution
07e.8 - To Serve Sithis
07e.9 - The Assassinated Man
07e.10 - My Brother's Keeper
07e.11 - The Lonely Wanderer
07e.12 - Enter the Eliminator
07f - Daedric Quests (Incomplete)
07g - Side-Quests (Incomplete)
08 - Vampires
08.1 - How to Become a Vampire
08.2 - Where to Find Them
08.3 - Once You're a Vampire
08.4 - Stages of Vampirism
08.5 - Feeding
08.6 - Vampirism Cure
09 - Map
10 - Items
10a - Weapons
10b - Armor (Incomplete)
10c - Alchemy
10d - Sigil Stones
11 - Cheats/Secrets
11.1 - Console Cheats
11.2 - Vampire Cure Quest money exploit
11.3 - Screenshots
11.4 - Infinite Money
11.5 - Easy Stealing
11.6 - Item Spawning (PC)
11.7 - World Warping (PC)
12 - Miscellanea
12.1 - On horses
12.2 - On houses
12.3 - Skill trainers
12.4 - Custom spells and enchantments
12.5 - Lockpicking
13 - FAQ
14 - Changelog
15 - Conclusion

Introduction

After the mysterious and untimely death of the Emperor, desperate factions vie for control of Tamriel's throne. With the empire ready to crumble, the gates of Oblivion open and demons march upon the land, laying waste to everything in their path. To turn the tide of darkness the player must find the lost heir to the throne and unravel the sinister plot that threatens to destroy all of Tamriel.

Welcome to our guide to Oblivion, created by a team of various persons. Different people, the same goal - create the best Oblivion guide there is. We hope you enjoy this guide in your journey through Oblivion, and remember - feedback is always welcome.

- Grawl

Races
By: APY

Choosing a race is for most people the hardest thing in the game. Once you realize it's not all about the looks, it's indeed a difficult task to determine what race to choose. All of them have special abilities and skill bonuses so again you will have to think about what kind of character you're going to play.

For example, if you want to play a combat character with melee skills, a good choice would be either Nord or Orc. Nords have great skill bonuses but Orcs have the Berserk ability: a wild fighting rage with a Fatigue, Health and Strength bonus.

RaceSkill bonusesSpecial abilitiesNotes
ArgonianAlchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10Resist Disease (75 points constant), Resist Poison (100 points constant), Water Breathing (constant)Not really a coherent range of skill bonuses but the special abilities are pretty good.
BretonAlchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10Fortified Magicka (+50 points constant), Resist Magicka (50 points constant), Shield (50 points for 60 secs - once a day)Good for spell casting although there's no bonus for Destruction. The Magicka abilities and Shield are great though.
Dark ElfAthletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5Summon Ghost (60 secs - once a day), Resist Fire (75 points constant)The more offensive spellcaster, with Blade skill bonus for melee fights.
High ElfAlchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10Fortified Magicka (+100 points constant), Weakness to Fire, Frost, Shock (25 points constant), Resist Disease (75 points constant)Offensive spellcasters who only rely on magic, no Blade bonus like Dark Elf.
ImperialBlade +5, Blunt +5, Hand-to-Hand +5, Heavy Armor +5, Mercantile +10, Speechcraft +10Absorb Fatigue (100 points - once a day), Charm (30 points - once a day)Speechcraft bonus and Charm special are great!
KhajiitAcrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5Demoralize (100 points - once a day), Night-Eye (30 secs)The unlimited Night-Eye and Sneak and Security bonuses make for a great thief character!
NordArmorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5Frost Damage on touch (50 points - once a day), Shield (30 points for 60 seconds - once a day), Resist Frost (50 points constant)Excellent skill bonuses for a melee fighter
OrcArmorer +10, Block +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10Fortify Health +20, Fortify Fatigue +200, Fortify Strength +50, Drain Agility -100 (all 60 secs - once a day), Resist Magicka (25 points)Excellent special ability for melee fighter, less interesting skill bonuses but still okay
RedguardAthletics +10, Blade +10, Blunt +10, Hand-to-Hand +5, Heavy Armor +10Fortify Agility +50, Fortify Speed +50, Fortify Strength +50, fortify Endurance +50, Fortify Health +25 (all 60 secs), Resist Poison (75 points), Resist Disease (75 points)Special ability is excellent for a combat player, skill bonuses pretty good too
Wood ElfAcrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10Command Creature (20 points for 60 secs - once a day), Resist Disease (75 points)Good for stealth fighters.

Classes
By: APY

During the introductory tutorial level you will have to select your character's class. The game suggests a class based on your style of playing during the introduction. You can confirm this class, choose another class or make your own custom class.

Each class has a certain specialization (Magic, Combat or Stealth), seven major skills and a bonus of +5 to two attributes. Each specialization governs seven skills which get a +10 bonus. Therefore, all seven major skills you choose should ideally be skills from your specialization. The major skills have a base value of 25 (or 35 if you get the +10 specialization bonus) and are the only skills that contribute to levelling up. They also increase faster than the rest of the skills (the so-called minor skills). These minor skills only start out with 5 points and don't increase as fast.

The list of specializations and their respective governed skills:

SpecializationSkills
CombatArmorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy Armor
MagicAlchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration
StealthAcrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft

See the section on skills for more in-depth information about the twenty-one skills in the game.

Below you'll find a list of the predefined classes in the game. As I said before, you don't have to stick to these but it might be useful if you're a first-time player of the Elder Scrolls series.

Class nameFavored attributesSpecializationMajor skillsIn-game description
AcrobatAgility, EnduranceStealthAcrobatics, Blade, Block, Marksman, Security, Sneak, SpeechcraftThe kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.
AgentAgility, PersonalityStealthAcrobatics, Illusion, Marksman, Mercantile, Security, Sneak, SpeechcraftCharming when they can be seen, and nearly invisible when in shadow.
ArcherAgility, StrengthCombatArmorer, Blade, Blunt, Hand-to-Hand, Light Armor, Marksman, SneakA marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.
AssassinIntelligence, SpeedStealthAlchemy, Acrobatics, Blade, Light Armor, Marksman, Security, SneakNimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut for them.
BarbarianSpeed, StrengthCombatArmorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Light ArmorFearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.
BardIntelligence, PersonalityStealthAlchemy, Blade, Block, Illusion, Light Armor, Mercantile, SpeechcraftIntelligent and personable, they prefer to accomplish tasks with their words first, and with their sword second.
BattlemageIntelligence, StrengthMagicAlchemy, Alteration, Blade, Blunt, Conjuration, Destruction, MysticismAble to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier.
CrusaderStrength, WillpowerCombatAthletics, Blade, Blunt, Destruction, Hand-to-Hand, Heavy Armor, RestorationA combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.
HealerPersonality, WillpowerMagicAlchemy, Alteration, Destruction, Illusion, Mercantile, Restoration, SpeechcraftFighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.
KnightPersonality, StrengthCombatBlade, Block, Blunt, Hand-to-Hand, Heavy Armor, Illusion, SpeechcraftThe most noble of all combatants. Strong in body and in character.
MageIntelligence, WillpowerMagicAlchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, RestorationPreferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.
MonkAgility, WillpowerStealthAcrobatics, Alteration, Athletics, Hand-to-Hand, Marksman, Security, SneakQuick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist.
NightbladeSpeed, WillpowerMagicAcrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, RestorationSpell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances.
PilgrimEndurance, PersonalityStealthArmorer, Block, Blunt, Light Armor, Mercantile, Security, SpeechcraftHearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded.
RoguePersonality, SpeedCombatAlchemy, Athletics, Blade, Block, Illusion, Light Armor, MercantileThey use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.
ScoutEndurance, SpeedCombatAlchemy, Athletics, Armorer, Acrobatics, Blade, Block, Light ArmorPreferring the rolling countryside to the city life, they are gifted with the ability to evade, guard, and protect themselves with great proficiency.
SorcererEndurance, IntelligenceMagicAlchemy, Alteration, Conjuration, Destruction, Heavy Armor, Mysticism, RestorationBesting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.
SpellswordEndurance, WillpowerMagicAlteration, Blade, Block, Destruction, Heavy Armor, Illusion, RestorationMore nimble and athletic than the sorcerer, and better suited for spellcasting than the knight, their attacks are unpredictable. Students of combat and magic.
ThiefAgility, SpeedStealthAcrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, SpeechcraftProfiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lockpicks are their swords.
WarriorEndurance, StrengthCombatArmorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy ArmorUnafraid of light weaponry, they plow into the fray with little regard for injury. Masters of al melee tools, they put little faith in the magical arts.
WitchhunterAgility, IntelligenceMagicAlchemy, Athletics, Conjuration, Destruction, Marksman, Mysticism, SecuritySwift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows.


Skills/Attributes
By: APY

Skills are the abilities your character has. By using a skill, you're improving it. Once you have improved ten skills, you raise one level. When you raise a level you can distribute points over three attributes.

The game covers the following skills:

All skills are governed by an attribute. These are the things you can improve on a level-up. When you're using a major skill (see Classes), on the next level-up you will be able to assign extra points to its attribute.

The attributes range from 1 through 100 and can be changed by potions and magic effects. The game has the following eight attributes:

AttributeGoverns skillsDescription
AgilityMarksman, Security, Sneak Affects the marksman damage you can do, the total Fatigue and your ability to manoeuver and balance.
EnduranceArmorer, Block, Heavy Armor Affects your health, fatigue and how much your health increases on level-up.
IntelligenceAlchemy, Conjuration, MysticismAffects your total Magicka.
Luck-Luck affects everything you do but doesn't govern any skills.
PersonalityIllusion, Mercantile, SpeechcraftAffects people's disposition towards you.
SpeedAcrobatics, Athletics, Light ArmorDetermines how fast you move.
StrengthBlade, Blunt, Hand-to-HandAffects how much you can carry, your Fatigue and how much melee damage you can do.
WillpowerAlteration, Destruction, RestorationAffects your Fatigue and how quickly you regenerate Magicka.

Birthsigns
By: APY

You will have to select a birthsign for your character, during the introductory tutorial level as well. Different birthsigns have different features (advantages) and you'll have to choose one that fits with your character and your style of playing.

BirthsignsAdvantagesNotes
ApprenticeMagicka +100, 100% Weakness to MagickaUseful for spellcasting mages
AtronachMagicka +150, no Magicka regeneration, Spell Absorption 50%Useful for spellcasting mages but it will take extra effort to restore Magicka
LadyEndurance +10, Willpower +10-
LordRestore Health (6 points for 15 secs), 25% Weakness to fireRestore Health is pretty useful but might not be worth the weakness
LoverParalyze on touch (10 secs) and lose 120 Fatigue - once a dayAlways useful
MageMagicka +50Useful for spellcasting; you could choose Apprentice but that comes with a weakness
RitualRestore Health (200 points at once) - once a day, Turn Undead (100 points for 30 seconds)-
SerpentCure Poison, Damage Fatigue (100 points on self), Damage Health on touch (3 points for 20 secs), Dispel (90 points) - all at once, and once a dayNot really useful in my opinion
ShadowInvisibility (60 secs) - once a dayUseful for thieves' quests
SteedSpeed +20+20 Speed is a good choice, but it might not be as useful later in the game
ThiefAgility +10, Luck +10, Speed +10For playing a stealth character
TowerReflect Damage (5 points for 120 secs), Open Average Lock daily-
WarriorEndurance +10, Strength +10Perfect for combat-oriented characters

Walkthrough
By: Robin

The Elder Scrolls IV: Oblivion was released by Bethesda Softworks on March 20, 2006. This game marked the next step in realistic RPG's. This tells the tale of the aftermath following the assassination of the Emperor of Tamriel. The Amulet of Kings has kept the Dragonflame burning and the doors to Oblivion closed to normal man. Now with his death the fire is out and the doors have opened. You must find his lost son and heir to the throne before the evil takes over the land.

Tutorial

Like with all of The Elder Scrolls games you begin your existence in a jail cell. For what exact reasons you don't really know, but your future is about to pan out in ways you never imagined (your character never imagined, as the game player you know you're going to save the planet).

This is the tutorial section of the game. From the character creation to exiting the sewers it's pretty linear, guiding you through creating your perfect character and introducing you to the game's features. The first step is creating the race and physical features of your character. Take a moment to explore the jail cell. Mostly there's just the cups on the table. You can sit down on the stool, something Morrowind didn't offer. Once you've played around walk over to the cell door and the prisoner across the way will comment about you. Then the Emperor and his guards will enter. After the Emporer's epiphany follow the group through the hidden passage.

The real start of YOU playing the game is when Emperor Septim's guard, Baurus, tells you to not follow them any further. You'll need a key to get through the door anyway so don't worry about trying. Behind you a few rats come through the wall. This is the direction you want to go once they are dead.

From the Imperial Prison you'll make your way through to the Substructure then on to the Natural Caverns, the Imperial Subterrane, and lastly The Sanctum. Here you'll meet up with the Emperor and his guards.

I witnessed Emperor Uriel Septim's assassination. Before he died, the emperor gave me the Amulet of Kings. He told me to take it to someone named Jauffre, and that Jauffre would know how to find his last surviving son. He warned that the assassins were in the service of the Lord of Destruction.

Your first task will be taking the amulet to Jauffre at Weynon Priory near the town of Chorrol. Before you can do that you must make your way through The Sewers.

Baurus, on of the Emperor's bodyguards, told me that Jauffre was the head of the Blades, an order of knights sworn to protect the Emperor.

The path through the Sewers is also straightforward. Just before you exit to the outside you'll be asked one last time if you want to change anything about your character. Do so if you wish and then prepare for the rest of the adventure.

Deliver the Amulet

Once you're outside The Sewers you are on your own. It is most likely a hour or two before dawn, depending on how much time you spent in the Tutorial section. Head up the hill and around the Prison and enter the Imperial City. Here you can start any of the other quests available to you or continue with the Main Quest.

Exit the city from the West gate. Follow the road past Weye and Wawet Inn. Continue through The Great Forest and soon you will come to Fort Ash. Beware the Bandit who fights you for your gold. If you have more than 100 Septims you can pay him off and he'll leave you be or prepare for a battle. You'll finish the first leg of this long journey once you arrive at Weynon Priory just outside of Chorrol.

I found Jauffre and gave him the Amulet of Kings. The Emperor's words to me filled him with foreboding. Mehrunes Dagon, the Lord of Destruction, is one of the prices of Oblivion, the demonic world. Jauffre fears that with no Emperor on the throne, the daedra from Oblivion may be able to invade our world.

Jauffre told me that the Emperor has an illegitimate son named Martin who is currently serving as a priest in the Chapel of Akatosh in the city of Kvatch. I must proceed to Kvatch at once and bring Martin safely back to Weynon Priory.

So let's head South...

Find the Heir

You can either fast travel to Kvatch or walk/ride a horse all the way there, it's completely up to you. Once you arrive a man named Hirtel will run up to you and initiate a conversation. The town has been overrun by monsters from Oblivion. Several people have escaped and are taking refuge in the little camp you just arrived at. Others, including Martin, have barricaded themselves in the Chapel before the whole town was overrun. After getting whatever little pieces of information from Hirtel head up the path to Kvatch.

Savlian Matius confronts you before you make it to the destroyed town. Ask about Martin and he'll tell you he's in the Chapel. Also, he wants your help finding a way to close the gate to Oblivion. You have two options here:

Savlin Matius told me that he believes Martin is with a group that barricaded themselves within the Chapel of Akatosh inside the city. I need to follow his instructions in order to break the siege of Kvatch and rescue the survivors.

Either enter the Oblivion gate or walk into the city and find Martin first.

I have found Martin among the survivors inside the Chapel of Akatosh. He was surprised to learn that Emperor Uriel Septim was his father, but he will not leave until the way is safe for everyone to escape.

Breaking the Siege of Kvatch

Savlin Matius asked me to help close the Oblivion Gate outside the ruins of Kvatch. He sent some of his men into it, but they never came back. I should let him know when I'm ready to help.

I have agreed to help Savlian Matius of the Kvatch Town Guard and his men as they attempt to reach some survivors trapped in the Chapel of Akatosh inside the city. He is willing to lead his guardmen back into the city to attempt a rescue, but the enemy have opened an Oblivion Gate across the entry to the city.

Into Oblivion we go! If you pass through the barrier you'll end up on the other side looking at the castle gate. You have to “activate” the gate. Once you're standing pretty close to the gate's threshold the cursor will change and you'll be able to enter Oblivion. Ilend Voius is the only survivor just inside the gate to Oblivion.

At least one survivor of the assault on the Oblivion Gate has been taken to the large tower within Oblivion. I need to search for him there.

You can have Ilend Voius accompany you into the tower to find his friends or send him back to Savlian Matius to defend the refugees. The choice is yours.

You cannot access the tower through the main set of gates directly in front of it. Instead, you must take the long route around the West side of the island. Follow it around and eventually you'll come to The Tower Portal to the Blood Feast. Enter, and as the load screen says, SAVE OFTEN.

The red compass arrow tells you exactly where to go to get through this multi-floored hollow tower. From the Blood Feast you'll go through the Rending Halls, back to the Blood Feast (but on the second level), up to the Corridors of Dark Salvation, and back out to the Plane of Oblivion. Inside the Reapers Sprawl you'll encounter the Dremora Sigil Keeper. Kill him and take the Sigil Key off his dead body. Talk to Menien Goneld in the cage and learn...

I found the prisoner in Oblivion. He told me I need to reach the top of the largest tower and look for the Sigil Stone. But I will need the Sigil Keeper's key to gain entry into the Sigil Keep.

So the huge flame shooting up through the Blood Feast leads to the Sigillum Sanguis. Further up the edge of the Blood Feast you'll find a Runes Portal. Activate it to teleport to the next floor up. Once at the top just take the Sigil Stone...

I have closed the Gate by taking the Sigil Stone that anchors it within Oblivion. I should tell Savlian Matius that the way into Kvatch is now open.

Talk to Savlian Matius and help him and his men take back the city. Once done you can enter the Chapel and free the survivors. Once the conversation between Savlian Matius and the other guard is finished you can catch up with Martin as he is leaving the castle grounds. Ask him to follow you back to Weynon Priory.

Weynon Priory

The Priory will be under attack by assassins when you get there. Enter the Chapel and help Jauffre defeat them. Jauffre believes the attackers may have taken the Amulet of Kings from his hiding place in Weynon House. Unfortunately he is right. Through the conversations you'll determine the next course of action is to hide Martin at the Cloud Ruler Temple, the hidden Blades fortress near Bruma.

The Path of Dawn

Once you arrive at Cloud Ruler Temple enter the main gates and ascend to the top of the steps. Martin and Jauffre will follow and give a speech to the other guards. Speak to Martin once they are done talking. He'll wonder what to do next. Speak to Jauffre and he'll ask you to join The Blades. Congratulations, you are now a Knight Brother/Sister of the Blades. You're next task is to find Baurus at Luther Broad's Boarding House at Imerial City Elven Gardens District.

There Baurus will tell you to sit next to him and follow his lead. You'll wait for him to get up and leave the room. Follow the man sitting in the corner when he goes after Baurus. Once the assassin is dead check his body and take the book about the Mythic Dawn.

Baurus has learned that the enemy is a secret cult of Mehrunes Dagon worshippers known as the Mythic Dawn. He will continue to track down agents in the Imperial City. I should talk to Tar-Meena at the Arcane University, an expert in daedric cults. She may be able to tell me more about how to find the Mythic Dawn.

Head on over to the Arcane University and speak to Tar-Meena.

Tar-Meena told me that Mankar Camoran is the leader of the Mythic Dawn. Tar-Meena believes that the location of their secret shrine is hidden within Mankar Camoran's books about the Mysterium Xarxes. If I want to locate the Mythic Dawn, I must find and decipher the clues in all four volumes.

She will give you volumes 1 and 2 of the books. You have to find the other two volumes. She suggests you speak to Phintias, the proprietor of the First Edition Bookstore in the Market District.

Phintias, the bookseller at First Edition, has told me that he has a copy of Volume 3 of Mankar Camoran's “Commentaries on the Mysterium Xarxes” locked away. He is holding it for a client named Gwinas who has already paid for it. I need to get that book, and find out why Gwinas wanted it.

Sit down at the table in the far corner of the bookstore. Wait a few seconds and Gwinas will enter the room. Once he gets the book from Phintias speak to him about it. Once you've explained to him the cult is behind the assassination of the Emperor he'll gladly hand you Volume 3 and not want anything to do with the cult. As for Volume 4...

Gwinas told me that Volume 4, the last book I need, can only be given to you by a member of the Mythic Dawn. He had set p a meeting with one, whom he called “The Sponsor”. He was to go alone and sit at the table in the Sunken Sewer beneath the Imperial City. I will go and take that meeting instead, but should find Baurus first.

You'll find Baurus back at the Boarding House. Enter the house and then exit back to the street and he'll be standing to your left. Speak to him about the meeting and he'll decide the two of you must go get the last book. Follow Baurus to the Sunken Sewer beneath the Elven Gardens District. He'll lead you the entire way so you don't have to worry about getting lost.

You have the choice of either sitting at the table and meeting with The Sponsor or standing at the top of the stairs to keep watch. Either way The Sponsor will arrive and other assassins will catch the second person standing guard. After the obvious battle that insues you will find Volume 4 on The Sponsor's body. Also, grab the Sunken Sewers Key from one of the assassin's body. This will help you get out. Exit through Dynari Amnis' Basement. You will have to Lockpick this door to get out of the basement.

Visit Tar-Meena again...

Tar-Meena says that Mankar Camoran hid a message within his writins, so only the “enlightened ones” could join him and the Mythic Dawn. I should study these books some more.

Tar-Meena asks you to come back the next day after she's had some time to think about what's in the books.

Tar-Meena thinks using the first word of each paragraph in the books may reveal a message. I need to keep looking and see where this leads.

Come back the next day and she'll have some more information.

Tar-Meena has discovered the message in the books: “Green Emperor Way Where Tower Touches Midday Sun”. I should go to Green Emperor Way by the Imperial Tower and see what can be found.

Around Noon check out the Tomb of Prince Camarril (easily found by the arrow on your Compass). You'll notice a map of Cyrodiil and a marker. Activate it to add the comment to your Journal and the marker to the map. Head to Lake Arrius, the next marker on your map. Here you will find the Caverns leading to the secret Mythic Dawn shrine. The Mythic Dawn Guard will let you into the shrine. Next you have to find the Amulet of Kings. Harrow, the Warden of the Shrine, will accept you as an initiate into the Mythic Dawn cult and require you to give him all your belongings.

You have two options here. If you want to go on an all out rampage don't give him your stuff. You will have to kill EVERYONE in the shrine. However, if you do give him everything you will still find the Mysterium Xarxes but everyone will attack you and you'll only have a Dagger as your weapon. Either way Mankar Camoran will escape to the Realm of Paradise with the Amulet of Kings. You'll find the Mysterium Xarxes on the shrine where he stood making his speech. If you choose you can free the slave you would have sacrificed.

If you gave all your stuff away you can find it... (haven't played this option yet)

Once you have the Mysterium Xarxes you must escape the Shrine and return to Cloud Ruler Temple. Just follow the map marker out of the Shrine. Jauffre will greet you at the main door to the Temple and tell you to see Martin.

Spies

I delivered the Mysterium Xarxes to Martin, and told him that Mankar Camoran had escaped to Paradeise with the Amulet of Kings. Martin believes the key to opening a portal to Camoran's Paradise lies within the pages of the Mysterium Xarxes, but he will need some time to study it, and ward himself against its evil power.

So here's what we've learned so far... The only way to stop the Oblivion invasion is to relight the Dragonfires. The Emporer, the Amulet of Kings, and the Dragonfires are the three divine gifts. As long as the Dragonfires burn the barriers keep the daedra from entering Tamriel. Only an heir of Septim blood can wield the Amulet of Kings and relight the Dragonfires. Mankar Camoran's plot is almost complete.

In the meantime Martin asks you to speak to Jauffre about Mythic Dawn agents spying on the Temple. Jauffre tells you that strangers have been sighted near the Temple. He suspects they are Mythic Dawn spies based out of Bruma. You need to talk to Captain Burd of the Bruma Guard for more information. Also, Steffan of the Blades can tell you where he has seen the suspected spies.

Steffan told me that the suspicious strangers have been seen on the road to Cloud Ruler Temple, usually near the runestone at dusk.

The location will appear on your Compass. The Hestra Rune Stone will also give you Bound Mace and Gauntlets for a good length of time if you activate it. Heading over to Bruma, you'll find Captain Burd in the Castle's Great Hall or the Barracks.

Captain Burd told me that no strangers were in town, although he said that Jearl had recently returned from a trip, I should talk to Jearl.

Head over to Jearl's house. You'll have to Lockpick your way in. Jearl and his friend skip any introductions and immediately fight you. Take them both down. Search their bodies. You'll find a Basement Key. You'll find the Basement right under your feet in Jearl's house, half hidden by the carpet. Here you will find a scroll with the plans the Mythic Dawn have. Take this to Jauffre immediately.

Jauffre was pleased that I eliminated the spies in Bruma, but is worried that the Mythic Dawn have already learned that Martin is at Cloud Ruler Temple. He promised to warn the Countess that Bruma is in grave danger.

You should also speak to Martin on his progress with the Mysterium Xarxes.

Blood of the Daedra

Martin has found a section of the Mysterium Xarxes which describes a ritual which will allow him to open a portal to Camoran's Paradise, where Manker Camoran has taken the Amulet of Kings. He has learned that four items are required for this ritual, but has only identified one so far: 'the blood of a Daedra Lord', which he says refers to a Daedra Artifact.

You will need to located a Daedra Artifact. Martin has a copy of “Modern Heretics”. Read this for information on where to find a Daedra Artifact. The book describes the Shrine of Azura and marks it on your map. You can get an artifact from there perhaps...

Commentary: Yes, unfortunately, for those who have played Morrowind will probably guess that the artifact is Azura's Star, the finest Soul Gem in the game. Luckily, You don't have to use Azura's Star. Any 'ol Daedric Artifact will do. So see Daedric Quests section and pick one you don't care to have the item from so you can give it away.

Once you have the Daedric Artifact, give it to Martin.

Azura

(I will put this here until the Daedric Quests section is complete.)

At dusk or dawn place a Will-o-Wisp at her shrine. You'll find these creatures all over the area at night. As usual she has a small mission for you. Find and kill her followers who trapped themselves in the Gutted Mine, releasing them from their vampiric existence. Azura will unseal the mine so you can enter.

Head on over to the Gutted Mine. All the vampires are marked with the green arrow on the Compass. Find them, kill them, and return to Azura for your reward, Azura's Star.

Bruma Gate

Martin tells you to speak to Jauffre. Another Oblivion Gate has opened near Bruma, and the Countess has asked for the Blades to help her guardsmen close it. You're the only one who's closed a gate. You get to take the guards into Oblivion, along with Captain Burd, and shut the gate. In this Plane of Oblivion the main tower is called The Fury Spike. Head into the Rending Halls, up to the Corridors of Dark Salvation, and once you get to the Sigil Stone chamber, do the deed.

Captain Burd thanked me for my help, and said that he and his guardsmen will do their bast to close any new Oblivion Gate that open near Bruma. I should report my success to Jauffre.

Blood of the Divines

Martin has discovered the second item needed to open the portal to Mankar Camoran's realm of Paradise. Now you must obtain the blood of a god, Tiber Septim's blood. Jauffre will tell you the story only the Blades know. You need to seek out Tiber Septim's armor. It's in the catacombs beneath the ruins of Sancre Tor. Jauffre will give you the key to the outer door.

Once inside Sancre Tor, you're task is rather straightforward: Find the skeletons of the four Blades guards. Kill them and free their ghosts. The four will help lift the cursed barrier guarding Tiber Septim's grave. The Compass will direct you to each of their locations. Once you've freed the fourth ghost follow him down to Tiber Septim's shrine. The four will lift the curse and allow you to take the armor off the shrine.

Now head back to Martin.

I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.

Miscarcand

Martin has deciphered the third item needed for the ritual: a rare Ayleid artifact known as the Great Welkynd Stone. He knows of only one place that still might contain one, the Ayleid ruins of Miscarcand. I must find the Great Welkynd Stone of Miscarcand and bring it to Martin at Cloud Ruler Temple.

You'll find Miscarcand between Kvatch and Skingrad. This ruin has a few new types of puzzles to solve as you make your way to the Great Welkynd Stone. The first point of frustration will be a false wall right after the main entrance. In front of you will be a wall, but the map shows a hallway extending beyond that... don't worry about it now. You'll find out why later.

The first trick is in this first section. In the western most room you'll find a glowing button on the wall. Press it to open the gate located just before the next section, Sel Vanua. It took me an hour to realize that button opened the gate. I had pressed it twice, since the first time didn't cause any immediate result for me... thus raising the gate back up before I reached it.

In Sel Vanua you'll have to find two buttons. In chronological order you reach the one in the big room in the NE corner first. This will raise the cage covering a Stone that will recharge all your enchanted weapons and armor to full. The second button is in the Southern hallway. This will open a gate to the next section, Morimath.

Stick to the high ground in Morimath. You'll eventually reach the Great Welkynd Stone. This will lower a few false walls and freeing the Great Miscarcand King from his confines. Once he's dead take the Miscarcand Key from him and make your way through the hidden hallway where he came from. The key will open the locked gate which... leads you directly to the first section and to the entrance door.

Allies for Bruma

You will receive this task just after you eliminate the Spies in Bruma and then the Countess will bring up the subject again during The Defense of Bruma. You do not have to complete this quest but it may help if you cannot defend the castle before the Great Oblivion Gate opens. This all depends on your level. High level characters that can take on six or so enemies at the same time (along with the ten or so Bruma guards at your side).

Jauffre is worried that the Bruma Guard will not be able to defend Bruma from a full-scale attack by the Mythic Dawn and their daedric allies. He suggested that I try to obtain support from the other cities of Cyrodiil. Perhaps I can persuade the Elder Council in the Imperial City or the guilds to help as well.

Now we must visit the other large cities and get their help defending Bruma from the largest attack from Oblivion and the Mythic Dawn that Cyrodiil has ever seen. Each city gets a red compass marker so let's start in a loose clockwise order:

Chorrol
Cheydinhal
Leyawiin
Bravil
Skingrad
Kvatch
Anvil
The Imperial City

The Defense of Bruma

Take the stone back to Martin. He'll be talking to Jauffre when you arrive and the conversation is not good. The bottom line is the forth and final item needed is a Great Sigil Stone. To get this stone is to allow a Great Oblivion Gate to open. All the other gates are regular old Oblivion Gates, nothing special. So this mean allowing the Mythic Dawn to continue their plan to attack Bruma.

The Countess of Bruma won't be too pleased with the idea of deliberately allowing an attack on Bruma take place. However, after you speak to her she reluctantly agrees and meets with Martin in the Chapel of Talos. Follow her there and when you're ready for battle, let her know.

Before you agree to enter the Great Oblivion Gate she offers the choice to call up more Allies for Bruma (if you haven't already done so) or continue on a begin the quest for the Great Sigil Stone. If you're ready for the big battle tell the Countess. Follow Martin all the way down to the battlefield.

I arrived at the battlefield to find one open Oblivion Gate. Once all three are open, the Mythic Dawn will open a Great Gate, which I must enter and retrieve its Great Sigil Stone.

While you battle you need to make sure Martin doesn't get killed. It won't take long for the other two gates to open and the Great Gate to form. Once the Great Gate opens enter it. You'll find the Daedric Siege Engine crawling towards the portal. If it exits the Gate before you reach the Sigil Stone, all will be lost. You have 13 minutes to get to the Sigillum Sanguis and get the Stone.

There are four towers in a square with bridges connecting them. The main tower is called the World Breaker and the other three are World Breaker Guard. You'll only enter two of the three Guard towers. From the closest Guard tower marked with the red arrow, make your way to the top. Each of these towers have the ascending platform with the spike in the middle. Just activate it with the lever on the wall like the other Planes of Oblivion you've visited already.

Between the second and third is a broken bridge. You'll have to get a running jump (good Acrobatics will help greatly here) to make it across. Once your in front of the large gate there is a lever that will open it. From the main World Breaker room head up to the Vaults of End Times, back into World Breaker, to the locked door to the Sigillum Sanguis. The lock is Average. Just get the Sigil Stone and that's it.

I reached the Great Sigil Stone and closed the Gate. The Battle of Bruma is won! Now to give the sigil stone to Martin.

Give the stone to Martin and follow him all the way back to Cloud Ruler Temple. Once inside he'll put the four items together and prepare the portal to Paradise

Paradise

This portal is a one way door. Once you enter, you're stuck until the end. Make sure you have all the stuff you need for a lengthy battle with Mankar Camoran in the end.

Martin performed the ritual and opened the portal to Camoran's Paradise. He warned me that the portal would close behind me. Martin believes that since Mankar Camoran bound himself to the Mysterium Xarxes in the creation of Paradise, I can only return to Tamriel by killing him. I must enter the portal, kill Mankar Camoran, and recover the Amulet of Kings

Paradise has a very straightforward layout. Just follow the stone path along and listen to Mankar Camoran's monologue. This place is also referred to as Gaiar Alata by the locals. As you talk to them you'll come to find they are trapped here, an eternal hell that looks beautiful. The Savage Garden will lead you to the Flooded Grotto.

I met a dremora named Kathutet who offered to help me get into the Forbidden Grottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals have trapped in a cave. He claimed that the only way to leave the Savage Garden was by wearing the Bands of the Chosen, which he would give me if I help him.

Kathutet will mark the direction to the Lair of Anaxes. You'll find Xivilai trapped behind a boulder. Just “activate” the logs holding the boulder in place and he'll be free. Return to Kathutet to get the Bands of the Chosen and enter the Forbidden Grotto at the back end of the Flooded Grotto.

I have entered the Forbidden Grotto. Now to find my way through to the Terrace of the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.

Along the way you'll run into a High Elf named Eldamil.

He served Mankar Camoran and the Mythic Dawn on Tamriel, but since coming to Gairar Alata and seeing the true nature of Mankar Camoran's 'paradise', he claims to have regretted his deeds. He warned me that it was impossible to leave these caves while wearing the Bands of the Chosen, and offered to help me by removing them.

Accept his offer and pretend to be his prisoner until his Dremora overseer finished his inspection. Get into the cage and let him lower you. You won't touch the lava below. Once he raises you back up you can escape through the back of the cage. Head South and Eldamil will remove the Bands.

The rest is straightforward. No special things you have to do to get out. Just follow the caves as they zig-zag around and you'll eventually find your way back to Paradise. At the top of the path you'll find Mankar Camaron's Palace. Mankar is sitting on his throne and will give another drawn out speech. Once it's over the battle will begin.

Once Mankar is dead you have just enough time to take a few nice leveled items from his body. But if you don't get to him in time, don't worry, you'll still have the Amulet when Paradise dissolves around you. Give the Amulet of Kings to Martin and he'll put it on. As you had hoped it stays on, proving he is of Septim blood.

This is not the end, however. Mehrunes Dagon can still invade Tamriel until the Dragonfires are relit. Travel to the Imperial City to make Martin officially Emperor.

Light the Dragonfires

Enter the Elder Council Chambers in the Imperial Palace with Martin. As you are about to present Martin as Emperor to Chancellor Ocato a guard will barge in and announce the city is under attack. You must get Martin safely to the Temple of the One. Martin will be surrounded by you, the guards and a whole bunch of daedra on the way to the Temple. The next big problem is that Mehrunes Dagon will also be there attacking people. You can still get passed him. Once inside the Temple, just go over to where the green arrow leads you on the Compass. This is where Martin will give his final speech to you and say his goodbyes. He knows what he must do. Now enjoy the following in game cinema scene (and don't drool too much on your keyboard) and finally the endgame rendered movie. Congratulations, you've saved humanity, again.

The End... or so it seems.

Imperial Dragon Armor

Chancellor Ocato has ordered a suit of Imperial Dragon armor forged for me in gratitude for the services I rendered to the Empire during the Oblivion Crisis. It will be waiting for me at the armory in the Imperial Legion Compound in two weeks.

Two week is a long wait. But it's worth it.

Quests

In this section you'll find all the quests available in the game, that aren't related to the main quest. Did you find a quest, and isn't it listed here yet? Let the person responsible for that part know.

Mages Guild
By: Sirius Snape

Joining (you can only join if you do not have bounties on your head):

  • Anvil - Carahil
  • Bravil - Kud-Ei
  • Cheydinhal - Falcar
  • Chorrol - Teekeeus
  • Leyawiin - Dagail
  • Skingrad - Adrienne Berene

Arcane University - closed until Recommendation quests are completed

Penalties:

  • Theft from a guild member - resupply the alchemical stocks by collecting 20 Dragon's Tongue Flowers and 20 Redwort flowers.
  • Murder of a guild member - find 20 portions of vampire dust and 20 Daedra hearts.

Bruma Recommendation

Jeanne Frasoric has tasked me with finding J'Skar. I should speak with the guild mages in Bruma.

Go to Volanaro in the cellar of the guild and speak to him and raise his disposition to 70 and find out the truth behind where J'skar is.

I need to unlock Jeanne's desk in her room upstairs in the Bruma Mages Guild and find her Manual of Spellcraft. If I bring it to Volanaro, he agreed to help me find J'Skar.

Follow his instructions to steal the Manual of Spellcraft from Frasoric's desk. He will give you what you need to be able to get into the office and desk by teaching you an unlock spell, though the locks can be picked fairly easily.

I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro.

Get the book and give it to Volanaro.

I need to meet Volanaro in the living quarters of the Bruma Mages Guild after 10pm.

He will meet you in the cellar at 10pm to take the invisibility spell off of J'skar.

I need to tell Jeanne that J'Skar is visible again.

Talk to Jeanne.

Jeanne Frasoric has agreed to send a recommendation to Raminus Polus.

You have your recommendation.

Bravil Recommendation

Varon Vamoir has stolen Ardaline's staff. Speak to Kud-Ei about it and she will tell you to recover the staff any way that you can.

I've been given a charm scroll and need to use it to help persuade Varon Vamori in Bravil to return Ardaline's staff.

Use the charm scroll 'beguile' on Varon Vamori and talk to him about Ardaline and the Mage's Staff.

Varon Vamori admitted to taking Ardaline's staff, but has sold it to a friend in the Imperial city. I need to deliver this news to Kud-Ei.

Talk to Kud-Ei.

Kud-Ei has given me several more scrolls, and asked me to get the staff back. I need to find Soris Arenim in the Imperial City.

Head to the Plaza District to find Soris Arenmim.

Use the beguile scroll on him and get his disposition up above 70 and he'll sell it for 200 gold. If you buy it you get this journal entry:

I've paid Soris Arenim and he has given me Ardaline's staff. I need to deliver the staff to Kud-Ei in Bravil.

You can buy it, or you can speak to his wife Erissare Arenim and use a Beguile scroll on her to raise her disposition high enough (above 65) so that she tells you that you can find the staff in a locked chest in the cellar. The key is upstairs in Soris's desk. You can get the staff that way, as well. When you have the staff, return to Kud-El and speak to her.

I have delivered Ardaline's staff to Kud-Ei and have earned a recommendation for it.

Cheydinhal Recommendation

Talk to Falcar and find out that the The Ring of Burden has been lost down a well, and your task is to get it back for Falcar.

I need to get the key to the Cheydinhal Mages Guild well from Deetsan.

You will need a key for the well, and Deetsan has that key. It is best to wait and talk to her when Falcar is not around, as she is more forthcoming when he is out of earshot.

I need to enter the well behind the Mages Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task has disappeared; should I learn anything about him, I should speak to Deetsan.

You'll find that someone else, Vidkun - was sent down there already and has not been heard from since. Deetsan will teach you a spell, Bouyancy - which combines Feather with Water Breathing to better help you when you are down in the well. The ring you are looking for will add 200 points to your encumbrance, so drop as much as you can so that you will not be over encumbered before you go down there. Get the ring and return to talk to Deetsan.

I have found the Ring of Burden, and should return it to Falcar.

Falcar will be gone when you get back, and Deetsan explains this to you when you talk to her. Drop the ring where you choose.

I need to search Falcar's quarters in the Cheydinhal Mages Guild for any sign of his recommendation letter. If found, it should be given to Deetsan along with anything unusual.

A search of the dresser near the bed turns up two dark Soul Gems.

There's no evidence of a recommendation in Falcar's room but I've found two Black Soul Gems. I should take them to Deetsan immediately.

Take these to Deetsan.

Deetsan has agreed to send a letter of recommendation to the Arcane University in Falcar's stead.

Anvil Recommendation

Speak to Carahil and find out about a series of murders and kidnappings along the Gold Road. Carahil wants you to be the bait in trying to solve the mystery.

I need to speak to Arielle Jurard at the Brina Cross Inn north of Anvil.

Speak to Arielle.

I need to rent a bed for the night at the Brina Cross Inn, while posing as a travelling merchant.

Speak to Christophe Marane about getting a room and let him know you are a travelling merchant.

I have rented a bed at the Brina Cross Inn. I need to wait in my room for Arielle Jurard, and then spend the night sleeping in the inn.

Jurard will meet you there and will let you know the plan of attack.

Arille Jurard has instructed me to sleep at the Brina Cross Inn, then travel along the Gold Road toward Kvatch.

When you sleep you get another Journal entry:

I've spent the night at the Brina Cross Inn. I need to follow the Gold Coast Road toward Kvatch and be wary of anyone along the road.

Leave the inn and head east along the road. Along the road you will see Caminalda, a familiar face from the inn. She is hostile and will attack.You can kill her, and take what you find from her body. You'll note that there is a room key on her person. Take the key back to her room at the inn and use it to get inside. You'll find some loot in a chest in the room that you can take.

I need to talk to Carahil in Anvil and inform her that Caminalda has been defeated. You will get your recommendation.

Speak to Carahil.

I have completed my task to Carahil.

Skingrad Recommendation

Speak to Adrienne Berene to find out that a mage Erthor borrowed some of her notes and she wants them back.

In order to get a recommendation from Adrienne Berene, I need to find Erthor and return him to the Skingrad Mages Guild. I should speak with other guild mages to learn his whereabouts.

Ask around to find out where Erthor is, and speak to Sullinus Vassinus and then Druja.

I have been told that Erthor was last seen at Bleak Flats Cave, west of Skingrad. I should remind Adrienne of this.

She will teach you a Weak Fireball spell to help you out. Now to find the cave. Once you find the cave from where it is marked on your map, you will find Zombies inside. You will need to kill them first before Erthor will come with you.

I found Erthor in Bleak Flats Cave and have agreed to escort him back to Adrienne Berene in Skingrad.

You can either escort Erthor back, or you can send him back on his own. You will then get your recommendation.

Adrienne Berene has agreed to send a recommendation to the Arcane University on my behalf.

Lyeawiin Recommendation

First, speak to Dagail. She won't have much to say, outside of your needing to talk to Agate.

I need to find an amulet so that Dagail will send a recommendation to the Arcane University for me. Agate may know more.

When you talk to Agate, you'll find out that Dagail has been having visions, which as of late have been confused. She needs her Seer's Stone amulet which has gone missing.

I need to speak with the mages in the Leyawiin guild hall, in case any of them have seen Dagail's amulet.

Speak to the guild members and Sdrassa and Alves Uvenim will mention Kalthar. Upons speaking to Kalthar, you will be instructed to speak with Agate over what you find out.

Kalthar seemed to know a great deal about the missing amulet. I should tell Agate what he has told me.

Speak with Agate.

Agate has asked that I attempt to question Dagail about her father, to find out what his connections to the amulet may be.

Dagail gives you a vision in riddle form and your journal will clear it up for you.

I need to find the fort at which Dagail's father was stationed. It should be somewhere near Leyawiin.

Your job now is to find the fort where Dagail's father was stationed. You are pointed in the direction of Fort Blueblood. Once you get to the fort, explore and take out the enemies you find there. You will find in the innermost room a coffin - inside the coffin is the amulet.

I have found the amulet Dagail needed. I should return it to her immediately.

Head back out, and you will be confronted by Kalthar. You will have to fight Kalthar.

I have defeated Kalthar, who was attempting to manipulate Dagail. I need to give her this information immediately. Head back to Leyawiin and return the amulet.

I have delivered the amulet to Dagail.

You will then get your recommendation.

Chorrol Recommendation

Your job is to talk to Earana and find out what she wants from Teekeeus. Earana wants you to find a book for her called Fingers of the Mountain. This book is in Cloud Top, a ruin in the mountains of Chorrol.

Earana has asked me to bring her a book titled Fingers of the Mountain so that she may translate it. I need to tell Teekeeus about this immediately.

Speak to Teekeeus and find that he also wants the book.

Teekeeus has asked that I find the Fingers of the Mountain text and bring it to him immediately. I need to search Cloud Top for the book.

Head to the Cloud Top ruin and you'll find the book on a corpse there in the ruin.

I've found the book titled Fingers of the Mountain. I need to deliver it to either Earana at the Grey Mare Tavern, or to Teekeeus at the Choral Mages Guild.

Give the book to Teekeeus.

I've delivered the Fingers of the Mountain book to Teekeeus at the Chorrol Mages Guild. In exchange Teekeeus has agreed to write a recommendation for me. I shall have to tell Earana that she won't be getting the book.

If you have given the book to Teekeeus instead of Earana, she asks you to steal it from him and bring it to her. Should you refuse, you will not get the opportunity to do her side quest for the Fingers of the Mountain spell.

(if you refuse to steal the book from Teekeeus) - I have refused to steal Fingers of the Mountain for Earana. That should be the end of my dealings with her.

If you decide to steal it from Teekeeus, he keeps it in his room on the top floor living quarter, behind a locked door inside a locked chest.

If you choose to steal the book to Earana she will ask for time to translate the work. She will give you some notes which instruct you to find a Welkynd stone in an Ayleid ruin and then return to Cloud Top and cast a shock spell at the magical pillar there. Casting the spell at the pillar causes you to be struck by lightening (so you will need to either counter the spell or fortifyyour health), but you will get in return a lightening spell called Fingers of the Mountain.

If you talk to Teekeeus after giving the book to Earana, he wants you to steal back the book. You can find the book in her chest in her room in the Grey Mare.

Once you finish your recommendation quests, you get this entry:

I have received recommendations from all of the local guild halls in Cyrodiil. I must now travel to the Arcane University and speak with Raminus Polus.

Travel to the Arcane University and speak with Raminus Polus.

I have been given a recommendation from each ranking member in the local guild halls, and have been given access to the Arcane University.

Polus promotes you to Apprentice, and gives you a Robe of the Apprentice.

A Mage's Staff

Speak to Polus about tasks and he will task you with finding wood for a mage's staff.

I need to find the grove near Wellspring Cave, northeast of the Imperial City, to acquire wood for my Mage's Staff.

Find and enter Wellspring Cave.

I have arrived at Wellspring Cave. I should speak with Eletta or Zahrasha.

You will be attacked by a Necromancer and you will find the body of Zahrasha.

I have found Zahrasha, who is dead. I should investigate what happened to her.

Search her body and get the Wellspring Key. Proceed through and you'll find more necromancers who will attack you. Leave Wellspring cave and you'll find more necromancers. When all are defeated you get another entry:

The necromancers that ambushed me have been defeated. I need to get wood for a staff and get back to Raminus Polus to tell him what's happened.

Look for Eletta's body and activate it to get this entry:

I have found Eletta, who is dead.

Head to the small grove of trees and look for a stone chest and open it to find an unfinished staff. Take this back to Raminus, and speak to him. He will instruct you to finish your staff.

I have checked in with Raminus Polus. I now need to find Delmar in the Arcane University.

Find Delmar and choose your staff. You can choose to enchant it with Destruction (fire, frost, shock), Illusion (charm, paralyze, silence), or Mysticism (soul trap, telekinesis, dispel). Once you choose you get this entry:

I've chosen a staff, and need to speak to Delmar when it is complete.

He says to come back tomorrow (24 hours) for the completed staff. When you come back, speak to Delmar and he will tell you your staff is completed and you can take it (along with the scrolls you find) from the cupboard. You now have your custom staff.

Speak again to Polus, and you will be advanced to Journeyman and will be given a new task.

Ulterior Motives

Raminus Polus has asked me to retrieve a book from Janus Hassildor, Count of Skingrad.

Travel to Skingrad and speak with the castle steward, Mercator Hosidius.

Mercator Hosidius, a liason to the Count of Skingrad has told me the Count is not accepting visitors. I need to return tomorrow.

Speak to Mercator Hosidius the next day, who has an update for you.

Mercator Hosidius told me the Count will meet with me North of the Cursed Mine west of town at 2am.

Mercator meets you there with two necromancers - who proceed to attack you. Kill them all and the Count will appear and speak with you.

Count Hassildor saved me from the ambush set by Mercator Hosidius. I need to deliver his message to Raminus Polus.

Go and speak to Polus, who tells you the nature of the quest, and why you were sent, along with telling you the Count's true nature.

I've delivered Hassildor's message to Raminus Polus.

You will be promoted to Evoker, and will get a new task.

Vahtacen's Secret

Raminus Polus has asked that I speak with Irlav Jarol about assisting with his research.

Leave the Arcane University and find Jarol (he will be wearing a white robe). He will set you to the task of finding Vahtacen, and give you a key.

I need to find the Ayelid ruins of Vahtacen and speak with Skaleel.

Find and speak with Skaleel.

A room in Vahtacen contains a pillar that reacts to magic. I need to figure out how it works, but I must be careful so that I am not harmed. Its been suggested that I should stay away from anything but simple, single effect spells.

Head down into the ruin and speak with Denel. You will find a trunk behind him that contains spells that you need later, so take them now (thanks to SweetG[UK] at Planet Elder Scrolls who pointed this out to me). He sends you to speak to Skaleel about some reference materials.

Skaleel may have some reference material for deciphering the Ayleid symbols in Vahtacen. I should ask her for it.

Ask Skaleel for the reference materials, which will help Denel translate, or simply skip ahead to this if Skaleel is nowhere to be found (as she was in my game):

Stand in the southwest corner of the pillar room, and shoot a fire spell at the pillar. Parts of it will move. Now, move to the left to the next corner, and shoot a frost spell at the pillar. Parts of it will move.

Move again to the left to the next corner and shoot a damage magicka spell at the pillar. Parts of it will move. Move again to the left to the next corner and shoot a fortify magicka spell at the pillar and the puzzle will unlock. The pillar moves down, revealing a staircase.

I've solved the puzzle of the pillar, opening up more of the ruins of Vahtacen.

Head down into Vahtacen. Work your way through the tarn and you will be confronted with ghosts (or wraiths), and traps. The last room has a large raised area with no apparent way to get to the top. You must head up the staircase in the north part of the room and activate a switch on your right to raise the stairs. Head up the newly activated stairs in the middle of the room. You will encounter skeletons here, and you can fight them off. There is a switch on a pillar near the cage which opens it and you can take the object you find there.

I've found an object deep within Vahtacen. I should take it to Skaleel.

Skaleel asks you to take the object back to Irlav Jarol.

I need to deliver the Ayelid artifact to Irlav Jarol.

Find Irlav and deliver the artifact.

I have delivered the artifact to Irlav Jarol.

Necromancer's Moon

Speak to Polus again and he speaks to you about necromancy, and trying to gather information on Necromancers. He sends you to the Mystic Archives to speak to Tar-Meena.

I need to go to the Mystic Archives and speak with Tar-Meena.

Tar-Meena is overwhelmed and asks you to consult a book, "Necromancer's Moon".

Tar-Meena told me to find a book called "Necromancer's Moon." I need to look for it in the Mystic Archives of the Arcane University.

The book is on a small round table by the door. Look through it and read about how to make your own black soul gems, if you are so inclined. Take the book and talk to Tar-Meena again.

I've found the book "Necromancer's Moon" and should take it to Raminus Polus after consulting with Tar-Meena.

Talk to Raminus Polus, who sends you to Bothiel. You may also talk to him about advancement to get raised to the rank of Conjurer.

I need to find Bothiel in the Arcane University and speak to her about this "Shade of the Revenant."

Find and speak to Bothiel.

Bothiel gave me a piece of paper Falcar dropped when he visited her about the Revenant mentioned in the Necromancer's book. I hould show the note to Raminus Polus.

Speak to Raminus Polus, who takes the note and sends you to another task.

I need to find the Dark Fissure, south of Cheydinhal, before the next time "the Shade of the Revenant" occurs. I should be on the lookout for the "heavenly lights" mentioned in the Necromancer's book.

Fast travel to Vahtacen, and walk over to Dark Fissure. There are mountains, so you'll have to take a long route finding a way to climb up.

Once you get there, you can wait and watch a Necromancer come out and exchange soul gems at the altar, or you can simply go into the cave and fight the first one you see who has a handwritten note on him. Take this note and get this journal entry:

I have found evidence of Necromancers creating Black Soul Gems at the Dark Fissure Cave, as well as other altars throughout Cyrodil. I need to get this information to Raminus Polus at the Arcane University.

Talk to Raminus Polus and get this entry:

I've told Raminus Polus everything about Necromancers and black soul gems that I have seen.

This completes Raminus Polus's quests. You are now to take direction from the Arch Mage Hannibal Traven himself.

Liberation or Apprehension?

Speak to Hannibal Traven.

I need to travel to Nenyond Twyll, south of the Imperial City, and make sure Mucianus Alias is safely rescued from the Necromancers there. I am to escort him back to the Arcane University.

Head to Nenyond Twyll and enter. You will first encounter Fithragaer who instructs you to follow him. Unfortunately, he runs directly into a trap and is killed.

Fithragaer, the only surviving Battlemage, is dead. I'll need to continue on my own into the ruins to find Mucianus Alias.

Head into the ruin and watch for traps. You will encounter Necromancers, and will find a Mariette Rielle who informs you that Alias is now a Worm Thrall and will not be leaving.

Head down into the large bottom chamber. Your pointer will direct you to the door where Alias is hidden behind. There is a switch to the left of the door which, when activated will reveal what is left of Alias. Activate him to get this journal entry:

I've found Mucianus Alias. He's been transformed into some kind of walking dead; there's nothing I can do for him. I should report his fate to Hannibal Traven at the Arcane University.

Report back, and get this entry:

Arch-Mage Traven has been informed of Mucianus Alias's fate.

You are instructed to return to Raminus Polus for an advancement to Warlock.

Information At a Price

Speak with the Arch Mage and get this entry.

Count Hassildor wishes to see me. I should travel to Skingrad immediately and speak with Hal-Liurz.

Hal-Liurz brings in the count, who tells you that you must do him a favor if you want the information he has for the Guild.

Count Hassildor has information that he will provide only if I remove the Vampire Hunters lurking around Skingrad, as well as a nest of vampires in Bloodcrust Cavern outside of town.

Go to Bloodcrust Cavern and fight the vampires. Once you kill the last one and take its dust, you get this entry:

The Vampires in Bloodcrust Cavern have been disposed of. now I must deal with the Vampire Hunters.

The Vampire Hunters are staying at the Two Sisters Lodge in Skingrad. Head there and speak with Eridor. Tell him that the vampires are already dead and he will ask for proof. You get the option of showing him the vampire dust, and with that - they leave Skingrad.

The Vampire Hunters have left Skingrad. I should return to Castle Skingrad and speak with Hal-Liurz.

There is an alternate way mentioned in the guide if you do not want to fight vampires. Simply go to the Vampire Hunters and tell them where the Vampires are holed up. The hunters will go to the cavern and fight the vampires themselves. Wait for journal entries saying that the Vampire Hunters are either dead or have left town. If you do not get these in a days time, you'll have to go to the cavern and kill the vampires yourself. You can also opt to kill the Vampire Hunters yourself to rid them, if you choose.

Once the Vampires are dead, and the Vampire Hunters gone return to the castle. Speak to Hal-Liurz, who fetches the count for you.

Speak to the count.

Count Hassildor's news about Mannimarco must be delivered to Hannibal Traven right away.

Speak to Hannibal Traven about Mannimarco to complete the quest and get this entry:

I have told Arch-Mage Traven about Mannimarco's presence in Cyrodil.

You will have to wait a few days before you are set to another task. The guide suggests waiting at least three days before talking to Hannibal Traven again.

A Plot Revealed

When he is ready, Hannibal Traven sets you to another task.

Hannibal Traven wants me to check in with Jeanne Frasoric at the Bruma Mages Guild. I should go there immediately.

Head to the Bruma Mages Guild. When you get there, you get this message:

I have arrived at the Bruma Mages Guild. It appears to have been attacked. I should look for survivors.

Fight your way through various undead working from the bottom floor up. When you get to Jeanne's office you will be confronted by a Necromancer and you must fight her. Once she is dead, someone reveals himself in a corner. Don't attack him!

J'Skar is the only survivor of the slaughter at the Mages Guild Hall in Bruma. He's given me information about the King of Worms. Hannibal Traven should be told immediately. I should return to the Imperial City.

Return to the Arch Mages quarters and speak to him.

I've told Hannibal Traven what J'Skar saw at the Bruma Mages Guild hall.City.

The Arch Mage asks for a few days (3) to prepare for the next task at hand. Head down to Polus, who will promote you to Wizard and teach you a spell that combines fire, frost and shock.

Given enough time, you are set to a new task by the Arch Mage. Irlav Jarol has taken an artifacts to Fort Teleman to study it, and another has been taken to Fort Ontus and the Arch Mage wants them back.

I need to travel to Fort Teleman and retrieve the Bloodworm Helm so that it may be kept safe at the Arcane University.

I need to travel to Fort Ontus to retrieve the Necromancer's Amulet, and return it to the Imperial City.

Head to Fort Teleman and enter. You'll get this entry:

I have arrived at Fort Teleman. I need to find Irlav Jarol, who should have the Bloodworm Helm.

Make your way through the Necromancers until you find the corpse of Irlav Jarol, and take the Bloodworm Helm from his corpse. When you do, you'll get this update:

I've recovered the Bloodworm Helm. I need to deliver it to Arch-Mage Traven immediately.

Deliver the Helm and get this update:

I have delivered the Bloodworm Helm to Hannibal Traven.

Now, you must head to Fort Ontus to recover the Necromancer's Amulet.

Take the trek to Fort Ontus. When you find it and approach the door, you'll get this message:

I've arrived at Fort Ontus. I need to find Caranya, and get the Necromancer's Amulet from her.

You'll encounter mages who tell you to talk to Carayana. Follow the path around to where Caranya is and open the last gate using a lever on your left to get down into the room where she is. She won't be cooperative, so prepare for a fight. Get in close and take her down.

Your journal will update when you defeat her:

Caranya was a traitor to the Mages Guild and intended to deliver the Amulet to the King of Worms. I need to get out of Fort Ontus and take the Amulet back to the Arcane University.

All of the "mages" who are really necromancers will attack you on the way out, so be prepared. Leave the fort and return to the Arch-Mage.

I've delivered the Necromancer's Amulet to Hannibal Traven.

Head down to Polus, who promotes you to the rank of Master Wizard.

Ambush

You are set to a new task by the Arch-Mage.

I need to travel to the south of Cyrodil and meet a group of Battlemages preparing to storm the ruins of Silorn.

Head to Silorn and you'll meet the Battlemages there. Speak to Thalfin.

I have arrived at Silorn, and spoken with Thalfin. We cannot enter the ruins, so I must help prepare an ambush for the Necromancers when they attempt to leave.

Station them where you like, and each will express where they are best used based on their abilities. I put Thafil up close, Iver up close and Merete further back.

The Necromancers will emerge and you'll get an update if you don't stop Falcar from running back inside Silorn:

Falcar has fled back into the ruins of Silorn. I must find him.

This was a hard trek. Necromancers everywhere, and a series of confusing switches. Getting to the place where Falcar is isn't hard.
Its getting past the gate to get to him that is. You'll come to a place on the map where you can see where he is, but is separated from you by a gate which is remotely activated. The switch is above and behind you on a small balcony. To get there, you have to backtrack. There is a switch on a pillar in the room with the alchemy apparatus which lowers stones for you to go through. You'll need to go through this passage and work your way up to a small balcony above the location of the locked gates. Hit the switch, and jump down to the newly activated gates.

Be prepared. Falcar is a tough fight. Defeat him, search his body to take the soul gem and get this entry:

I've recovered the Black Soul Gem. It needs to be taken back to Hannibal Traven at the Arcane University.

Take back the gem and get this entry:

The Black Soul Gem has been delivered to Hannibal Traven.

Confront the King

Speak to Traven, who promotes you to Arch-Mage and tasks you with taking on Mannimarco himself.

Hannibal Traven has promoted me to Arch-Mage, and has tasked mewith stopping the King of Worms. I need to take the Black Soul Gem to Echo Cave and confront him.

Hannibal Traven will put his own soul into the Black Soul Gem and will fall at your feet. Search his body and pick up the key you find (for later), and the Black Soul Gem to take with you to Echo Cave.

Follow your map to Echo Cave. You will see Bolor Savel outside of the cave, and he has the key to get in. He attacks you - kill him and take the key. Enter the cave.

I've arrived at Echo Cave, and have gained access to Mannimarco's lair. I need to find him inside and put an end to him.

Work your way through the Necromancers to the bottom level of the cave, where you will encounter Mannimarco. He will have a speech for you, then you can fight him. Defeat him and get this message:

I have killed the King of Worms. I should return to the Arcane University to announce his defeat.

Speak to Raminus Polus.

Raminus Polus thanked me for putting an end to the King of Worms, and has recognized me as Arch-Mage of the Mages Guild.

You will receive your robe and hood, as well as accolades. The Arch-Mage's office is now yours, and the quarters are yours as well. You get to now enlist the help of Apprentices to come along and fight with you (one at a time). You also get the privilege of a resupplying chest for alchemical ingredients. There is a chest in your new quarters in which you put a single portion of an ingredient into and 24 hours later, you will find more of that item that will be at your disposal for a week.

Your quests are at an end, congratulations!

Fighters Guild
By: Grawl

Joining the fighters guild can been done in three places; Chorrol (Vilena Donton), Anvil (Azzan) or Cheydinhal (Burz gro-Khash). Go there if you wish to join the guild. The following quests may not be in the order you do them, since sometimes you have two contacts at the same time.

The Desolate Mine

Head to Burz gro-Khash in Cheydinhal to start this quest.

Burz gro-Khash has given me a contract to deliver a weapons shipment to Fighters Guild members in the Desolate Mine northwest of Cheydinhal.

Leave Cheydinhal and head towards the mine by horse or by foot. Enter it, and talk with Rienna. Give her a weapon, and give the other two members a weapon too.

I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me that the cave has been infested with goblins, and we should clear the place out before leaving. I will have to give them each weapons, though.

I have given weapons to the three Fighters Guild members. We should now clear the Mine of goblins.

Run around and start smashing the faces of the Goblins. You'll get a message when you're done with the job.

The Desolate Mine is now clear of the goblins infesting it. I should return to Burz gro-Khash for payment.

When you talk with Burz gro-Khash, you'll get some gold and be promoted to Apprentice.

A Rat Problem

For this quest you need to speak with Azzan in Anvil.

Azzan has told me of a contract in Anvil with Arvena Thelas. I should speak to her about a problem with rats in her basement.

When you find Arvena Thelas, you'll find out you don't need to get rid of the rats, but of something that's bothering her rats.

Arvena Thelas has rats in her basements, but they're not the problem. She loves the rats, but she's been finding them dead. She would like me to go down and investigate what's been happening.

Enter the house of Arevena and then enter the basement. You'll find the problem - a mountain lion. In a house... indeed. Kill it for her.

I've killed a mountain lion in Arvena's Thelas' basement. They must be sneaking in through a hole in the wall somewhere. I should tell Arvena what has happened.

When you tell Arvena about it, she wants you to get rid of more mountain lions. Well, it's all in the job. She knows of a hunter though.

Arvena Thelas was glad to know what was killing her rats, but she still doesn't feel safe. She'd like me to speak with Pinarus Inventius about hunting down mountain lions in the area.

Talk with Pinarus Inventius, and you'll both go hunting down mountain lions outside of town. Follow him and kill the four lions. Arvena must be happy, let's go tell her!

Pinarus has agreed to look for mountain lions with me. If we find them, we'll kill them, and make Arvena feel safer.

We've killed all the mountain lions Pinarus believes are in the area. I should return to Arvena Thelas.

I've told Arvena about the mountain lions, but she doesn't believe her problem is solved, as there's a mountain lion in her basement now. I'll have to kill it.

Go after the next mountain lion and get rid of it. Arvena isn't done with you though.

I've killed the second mountain lion in Arvena Thelas' basement. I should tell Arvena.

Arvena now believes that her neighbour, Quill-Weave, might be responsible. Arvena has seen her sneaking around outside the house at night. I should watch Quill-Weave and see what she's doing. I should not let Quill-Weave see me, though, lest she get suspicious.

Wait until it's night (7PM should do) and sneak towards the back on the house of Arvena. Seen enough you'll see Quill-Weave drop some meat down there. Confront her about it, and she asks you not to tell Arvena about it.

I've seen Quill-Weave leaving meat outside Arvena Thelas' house. This must be what is attracting the mountain lions into town and into Arvena's basement. I should confront Quill-Weave.

I've confronted Quill-Weave, and she has admitted to trying to kill off Arvena's rats. She has promised to stop, and has asked me not to tell Arvena what she's done.

If you don't tell Arvena, Quill-Weave will give you a free level-up for Acrobatics. So, tell Arvena Quill-Weave has nothing to do with it, and get yourself that free level-up for Acrobatics.

I've told Arvena Thelas that the problem has been solved, and she has paid me for the contract. I should see Quill-Weave and tell her I've protected her secret.

Quill-Weave thanked me for protecting her secret, and has trained me in Acrobatics for free.

The Unfortunate Shopkeeper

Return to Azzan for the second quest he can give you.

Azzan told me about a contract in Anvil, at Norbert Lelles store, Lelles' Quality Merchandise.

Head down the store of Norbert and talk with him. Seems some thieves are stealing his stuff.

I've spoken to Norbert Lelles, who says he has had break-ins at his store almost nightly. He would like someone to stay in the store tonight and catch the crooks in the act.

Wait until it's around 7 PM, and just wait (intervals of one hour should do) until you find three thieves sneaking into the store. Hit them with your sword/dagger/mage/staff etc. and get rid of them. Report back to Norbert.

I have taken care of the crooks breaking into Norbert Lesses' store. I should speak with the shopkeeper himself.

Norbert Lelles was surprised to learn that the men breaking in were all former employees, though none had been with him long. He was glad that the problem was taken care of, though.

Unfinished Business

Head back to Azzan to get promoted to Journeyman. He has no more jobs for now, but directs you to Chorrol. Talk with Vilena Donton there.

I have been told to report to Vilena Donton in Chorrol for assigned duties.

Vilena Donton has told me that, as a member of the Fighters Guild, there are a number of duties I'll be excepted to perform. She would like me to speak with Modryn Oreyn about these.

Well, let's have a chat with Modryn Oreyn for this quest.

Modryn Oreyn has told me that as my first duty, I am to find out why Maglir has defaulted on a contract he was given near Skingrad.

Maglir can be found inside an inn. He'll tell you the job was too dangerous for that kind of money, but you're welcome to finish it.

Maglir tells me his contract was to find the scholar Brenus Astis' journal within Fallen Rock Save. He doesn't believe he's being paid well enough for the dangerous assignment, so he has chosen not to complete it. He has told me I should complete the contract instead.

Fallen Rock can be found northwest of Skingrad, and is a short walk (or horse ride). Enter it, and be ready for some killing before you'll get the journal. Check your map if you're lost. Make sure to keep the Ectoplasm that the ghosts drop, because you need them in a second for the next quest. After you found the journal, you can return it to Maglir or just return to Modryn. Since Maglir didn't complete his job, let's just return to Modryn and finish the quest.

I have found Brenus Astis' journal. I should either speak with Maglir or tell Modryn Oreyn that the contract is now completed.

Drunk and Disorderly

Modryn has another job for you, involving more members of the Fighters Guild that are causing problems.

Modryn Oreyn has assigned me another of my duties. I am to travel to Leyawiin and find out why three members of the Fighters Guild--Dubok gro-Shagk, Rellian, and Vantus Prelius--have been causing trouble.

Head to Leyawiin and ask a random citizen (a guard will do) about the problems. He/she'll guide you to the Five Claws Lodge, so go there.

I have been told that I can find the three Fighters Guild members in the Five Claws Lodge, likely causing trouble. They warn me that it will be difficult to subdue the three men.

Talk with the men here, and soon enough you'll find out the problem - they have nothing to do, because the Blackwood Company takes all the jobs.

The men tell me that the reason they've been spending time in the tavern is sheer boredom. The Blackwood Company has been stealing all the Fighters Guild work in the area.

I've agreed to find work for my three guildmates here in Leyawiin. Perhaps some of the locals know of some.

Talk with a citizen in the city (for example, the woman behind the bar in the lodge) and bribe them so they'll tell you about Margate. Find her, and talk with her. She wants 5 pieces of ectoplasm, and then she'll help you. Remember how I told you to collect them?

I've heard a rumor that Margate, who lives in Leyawiin, may have jobs for the Fighters Guild.

Margate has told me that she would pay well for minotaur horns or ogre teeth. However, she doesn't trust the Guild yet. I'll need to bring her five portions of ectoplasm, and she'll give us her business.

If you don't have 5 pieces of ectoplasm (most likely) there are various ways to get them:

  • Buy them at the All Things Alchemical in Skingrad.
  • Enter the dungeon of a random chapel. They often have ghosts.
  • Go dungeon-hunting.
Once you got them, give them to Margate.
I've brought Margate the ectoplasm she requested. She'll now pay Fighters Guild members for minotaur horns and ogre teeth. I should tell the men back at the Five Claws.

Well, tell the people the good news.

I've told Dubok, Rellian, and Vantus about Margate's need for ingredients. They've agreed to accept the long-term contract. As this should keep them out of trouble, I should report back to Oreyn.

When you head back to Modryn Oreyn, he'll promote you to Swordsman.

Oreyn was pleased with my efforts, though troubled that the Blackwood Company is stealing Fighters Guild contracts.

Den of Thieves

Want more work? Head to Azzan.

Azzan has given me a contract to find the lair of some thieves near Anvil. I am to travel with another fairly new recruit, Maglir. I should go to Anvil first and see what information I can learn about the thieves.

Talk with a random person in Anvil to directed towards Newheim the Portly. Talk with him and he'll tell you where the cave is. Also accept the side-quest to find his family heirloom, because it's easy enough to do.

People in Anvil have suggested I speak with Newheim the Portly. He apparently had some goods stolen by the thieves.

Newheim has told me that the thieves are all Bosmer and may be located in Hrota Cave, north of the city of Anvil. Maglir and I should travel there and take care of them.

Head noth of the city to find the cave. Get rid of all the thieves inside, and make sure you get the family heirloom too. There is also a nice Dwarven Longsword here (Blade, one hand).

Maglir and I have succeeded in clearing Hrota Cave of all of the thieves living there. I should return to Azzan for payment of the contract.

If you got the heirloom, return that first. After that return to Azzan to finish the quest.

Amelion's Debt

Azzan has no more work, but Burz gro-Khash does.

Burz gro-Khash has given me a contract to retrieve an heirloom for Biene Amelion, who lives in Water's Edge, a small settlement near Leyawiin. I should report to her for further details.

Water's Edge is a small village north of Leyawiin. When you talk with Biene Amlion, she'll explain that her father left her a big debt, but that she'll be able to pay it off by getting a sword and armor from the family tomb. You can get the sword and armor, or pay her 1000 gold. The latter is easy, but probably not worth it.

Biene Amelion has told me that she wishes for me to retrieve her grandfather's ceremonial sword and cuirass from their family tomb. She is in debt to a local merchant, and she wishes to sell the sword and cuirass to pay off the debt.

I have learned where to retrieve the sword and armor for Biene Amelion.

The tomb can be found north of Leyawiin, but on the other side of the river (it's almost straight to the east of Water's Edge). There is an Oblivion gate close too, but that's not the point. Inside you'll have to open a secret passage by pulling a cord in order to proceed your journey. At the upper level you'll find the sword and armor.

I have retrieved the ceremonial sword and armor from the Amelion Tomb. I should return them to Biene Amelion.

If you want to keep the sword and armor (possibly worth over 1000 gold), you can just give her 1000 gold. If you don't want the stuff, you can give them to her.

I have given Biene Amelion her grandfather's ceremonial sword and armor so she may sell it in order to pay off her debt. I should return to gro-Khash in Cheydinhal.

When you return, you'll be able to advance to Protector. Yay!

The Master's Son

There is nothing to do in Cheydinhal anymore, but enough in Chorrol.

I've been told I should report to Modryn Oreyn in Chorrol for assigned duties.

When you talk with Modryn Oreyn in Chorrol, he'll explain the quest - complete a mission with the Guild Master's son. He can't die, so it's easy enough.

Modryn Oreyn would like me to complete a mission with Viranus Donton, the Guild Master's son.

In order to boost the young Donton's confidence, I'm to help Viranus discover what became of Galtus Previa in Nonwyll Cavern, northwest of Chorrol.

Have a chat with Viranus Donton. He much be fond of this mother, because he wants to speak with her first. Tell him not to, and head to the cave. It's northwest of Chorrol, and you can reach it by going through the wilderness.

Viranus Donton and I have arrived at Nonwyll Cavern. We'll have to find out what happened to Galtus Previa, and I should make sure no harm comes to the young Donton.

After slaying a few trolls and other creatures, you'll find the corpse of Galtus Previa.

We have found the corpse of Galtus Previa. We should now return to Modryn Oreyn.

Report back to Modryn, and Viranus will leave your party. However, he as another job for you straight away.

We have returned with news of Galtus Previa to Modryn Oreyn. He was pleased with our efforts, and has paid the contract for Donton. For my efforts, he has given me a magic blade.

More Unfinished Business

Modryn Oreyn has told me to go to Bravil and find out why Maglir has defaulted on another contract.

When you go to Bravil, you can find out Maglir is on a tavern called the Lonely Suitor Lodge. Visit the fool and have a chat with him.

I've been told that Maglir can be found in the tavern at the Lonely Suitor Lodge.

Maglir tells me that he is no longer a member of the Fighters Guild. He is tired of trying to scrounge up work, so he has joined the Blackwood Company.

So much for Maglir. Report this back to Oreyn, and he'll tell you to finish the contract, so talk with Aryarie in the Bravil Mages guild to get the real quest.

Oreyn says I should speak with Aryarie in the Bravil Mages Guild in order to get the details needed to complete Maglir's contract.

Aryarie at the Mage's Guild has told me she is glad someone from the Fighters Guild is going to fulfill her contract. She was unwilling to hire the Blackwood Company, as she disliked their reputation. She would like me to find 10 portions of imp gall, and suggests Robber's Glen Cave might be a good spot to hunt for it.

Robber's Glen Cave can be found by following the road north of Bravil. Inside you'll find 12 imps and one troll - enough to finish the quest. Give the stuff back to Aryarie to get a nice ring.

I have found 10 portions of Imp Gall. I should bring them to Aryarie.

Aryarie was pleased with the Imp Gall I brought her. As an extra reward, she's given me a Ring of Aegis. I should return to Oreyn.

When you talk with Oreyn, your rank will be increased again - this time to Defender.

Azani Blackheart

Modryn Oreyn has another job for you, but this time it's unofficial...

Oreyn would like to speak more about duties, once I am promoted to the next rank.

I went to Modryn Oreyn to ask about duties, but he told me he had no "official" duties. However, he asked me to meet him at his house later tonight.

Wait until it's around 8 pm, and head to the house of Modryn. Talk with him, and he'll tell you to meet him in Leyawiin.

I met Modryn Oreyn at his house, as he requested. He told me a story about Azani Blackheart, Vitellus Donton's death, and the Blackwood Company's current involvement. He would like me to go with him now to find out what really happened.

I am to meet Oreyn at the Fighters Guild in Leyawiin. From there, we will travel to Arpenia to look for Azani Blackheart.

Head to Leyawiin by fast-traveling, because following Modryn will take ages, and there'll be plenty more of him to see this mission. Arpenia can be found far north from Leyawiin. He'll follow you there, so guide the way.

Inside of Arpenia, explore every single bit - make sure you leave no part of the map uncovered. This means you need to go through a series of traps. Once you did this, Modryn will tell you he knows of another ruin, where Azani Blackheart most likely is.

We've searched the ruins of Arpenia, and the place is deserted. There are no corpses, no signs of battle. Oreyn believes that the entire story was made up by the Blackwood Company, that perhaps they paid off Azani Blackheart to move his base of operations. Oreyn suggests we search nearby Ayeleid ruins, and knows of one to the northeast.

Follow Modryn towards the next ruins, north of your current location. Inside you're the one who's leading again, so explore the place until you found Azani Blackheart. Kill him, and (if you're using light armor) make sure you grab his goodies. Get the ring too, because Modryn wants it.

Oreyn and I have found and defeated Azani Blackheart.

I have given the ring to Oreyn. This will allow him to prove that it was the Fighters Guild who finally defeated Azani Blackheart.

Modryn will leave the ruins by himself, and tells you to do some other jobs for now.

The Wandering Scholar

Talk with Azzan to get yourself a brand new job.

Azzan has given me a contract to escort Elante of Alinor, a scholar doing research on Daedra. I am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and protect her while she explores inside.

The easiest way to reach the cave is by heading to Kvatch, and go northeast from there. Talk with Elante inside.

I've found Elante of Alinor in Brittlerock Cave. She tlles me that she would like to travel to the bottom of this cave comples, as she has heard there is a Deadric Shrine there. She will lead the way, and I will protect her.

Elante will lead the way, so follow her. After a short while and a few battles, you'll reach the shrine and the quest is done already.

Elante of Alinor has reached the Daedric shrine, and is ready to leave Brittlerock Cave.

Elante of Alinor wishes to remain in Brittlerock and continue studying the shrine. I should return to Azzan for my payment.

Head to Azzan for your money. No more quests here, so head to Burz gro-Khash.

The Fugitives

Burz gro-Khash has given me a contract to find and kill some fugitives from a prison break that have been menacing Bravil. I should go there and see what I can learn.

Head to Bravil and talk with a person here. Bribe him/her in order to get the information out.

The residents of Bravil are reluctant to speak about the fugitives, for fear of retribution. Perhaps I will have to persuade one of them to give me the information.

I have persuaded one of Bravil's citizens to tell me more about the fugitives. There are four of them. They are thought to be hiding in Bloodmayne Cave.

Head to Bloodmayne Cave and kill the fugitives. Note that there are two ways to enter the cave, and you have to take both ways in order to kill them all. One of them is on the upper level of the cave, but with a well aimed shot, you can take care of that.

I have found and killed Hlofgar.

I have found and killed Ashanta.

I have found and killed Enrion.

I have found and killed Dreet-Lai.

Now that I have killed all of the fugitives, I should return to Burz gro-Khash for my reward.

When you talk with Burz gro-Khash, you'll be able to promote to Guardian. Yay.

Trolls of Forsaken Mine

Burz gro-Khash has no more work right now, but Modryn has, so talk with him.

I have been told to report to Modryn Oreyn for assigned duties.

Modryn Oreyn has given me another duty to perform. A band of fighters was contracted to clear the Forsaken Mine of trolls, but none of them have been heard from, including Viranus Donton. I am to go investigate.

The mine is located a bit south of Leyawiin. Enter, and explore until you find Viranus Donton. Dead. Might as well grab his journal.

I found Viranus Donton dead. I should look for clues as to what happened here.

I've found a journal that Viranus Donton kept during his final days. In it, he describes how the mission went well until the Blackwood Company arrived. They battled, and he survived, gravely wounded. It appears he finally succumbed to his wounds. I should report this to Oreyn.

Tell Modryn the news, and he'll be a little bit angry... He should be worried instead, because it's his fault, but that's an ethical decision he has to work out himself, right? For now, you should find new work.

Oreyn was both angered and saddened by what I told him. He has asked that I allow him to tell Vilena Donton the news about her son. Until then, he suggests I find contract work to do.

The Noble's Daughter

Burz gro-Khash has work for you again, so go talk to him.

Burz gro-Khash has given me a contact to help Lord Rugdumph gro-Shurgak find his daughter, Lady Rogbut gra-Shurgak. I can find Lord Rugdumph at his estate near Lake Arrius.

Head to the estate north of Cheydinhal and talk with mister my-name-is-very-long-and-hard-to-type. He fears his daughter is taken by ogres.

Lord Rugdumph tells me what his daughter was out picking rocks, and he fears she may have been taken away by a band of ogres that are known to live east of the estate. I am to find and return her.

When you head east of the estate, you'll bump into the ogres soon enough. The three of them can be a difficult fight, so try to take on out by sneaking. When you're done, return the Lady to mister my-name-is-very-long-and-hard-to-type. He'll even give you a sword.

I have killed the ogres who kidnapped Lady Rogbut. I should now escort her back to her father's estate.

I have escorted Lady Rogbuy back to her father's estate, much to Lord Rugdumph's relief. He has rewarded me with Rugdumph's Sword. I should now return to Burz gro-Khash for payment of the contract.

Burz gro-Khash is a happy man again if you return to him and tell him the news. He even has another job for you.

Burz gro-Khash was pleased with my efforts in retrieving Lady Rogbut gra-Shurgak, and he paid me what was owed on the contract.

Mystery at Harlun's Watch

Burz gro-Khash has given me a contact to go to Harlun's Watch, near Cheydinhal, and investigate the disappearances of some of the local populace. I should speak to Drarana Thelis.

Oooh a mystery! Go talk with Drarana Thelis of the small village.

I have spoken to Drarana Thelis in Harlun's Watch. She tells me that folks have been seeing strange lights in the swamps, and when they've gone to investigate, none have returned.

I don't know if it has to be night in order to do this quest, but it doesn't hurt. When you arrive, you'll see will-o-the-wisps, and they are annoying. Your normal weapon doesn't hurt them, but magic does (silver too?). If you can't defeat them, run from them.

It seems that the strange lights people were seeing over the swamp are will-o-the-wisps. But, there don't seem to be any signs of the townfolks who disappeared. The Will-o-the-wisps (Yes, they actually wrote it with a capital letter here and didn't in the previous sentence) were surrounding a cave, though. I should investigate.

Inside the cave you'll soon enough find the corpses of the townsfolks, killed by trolls. Your task is to kill the trolls who did this.

Inside the Swampy Cave, I've found the corpses of the townsfolks that are missing. It looks like trolls have been feeding on the people weakened by the will-o-the-wisps. I should make sure to clear out all the remaining trolls from the cave complex.

I've killed all of the trolls in Swampy Cave. I should report what I've found to Drarana Thelis.

Yes, let's tell Drarana about this. Her voice doesn't reveal her pain, but apparantly she is sad. Report back to Burz.

Drarana Thelis was saddened at the fates of the townsfolk, but has rewarded me for my efforts. I should report to Burz gro-Khash for payment of the contract.

The Stone of St. Alessia

Burz gro-Khash doesn't have any jobs, but Azzan does. Talk with him and then talk with the priest inside the Chapel in Bruma.

Azzan has told me to report to the Chapel of Talos in Bruma and speak with the priest Cirroc about a contract.

I've spoken to the priest Cirroc in Bruma. He would like me to retrieve a holy relic of the Church, the Stone of St. Allesia. He believes it was stolen by bandits recently, and he's heard that they were headed east out of town.

Go east of Bruma and find the lonely thief. He doesn't have the stone, though.

I've found the lone survivor of the group of bandits that stole the Stone of St. Alessia. He and his men were attacked by ogres and left for dead. He tells me that the creatures took the Stone and all their other precious stones with them. He believes that the creatures live in the Ayeleid ruin of Sedor.

The ruin can be found far east of your current location, so you may want to fast-travel to a location closer to it, if available.

Inside you'll find out that the stone is locked behind a gate that you can't just open. Look behind you and up. You'll see a balcony here. Your goal is to go there and push the block. This will open the gate, and allows you to get the stone.

I have found the Stone of St. Alessia in Sedor. I should return it to Cirroc at the Temple of Talos in Bruma.

When you return is to the priest, he'll give you 3 Strong Potions of Healing. Go tell Azzan.

I have returned the Stone of St. Alessia to Cirroc. As a show of his gratitude, he's given me some Strong Healing Potions. I should return to Azzan to collect my reward.

Azzan has paid me the balance of the contract. He tells me that he has no further contracts to offer, but I should speak with Burz gro-Khash in Cheydinhal.

Going back to Burz is useless. Get yourself promoted instead, to Champion.

Information Gathering

I have been promoted to the rank of Champion of the Fighters Guild. I'm told that Modryn Oreyn is looking for me, and I should speak with him as soon as possible.

Go talk to Modryn. He wants you to join the Blackwood Company.

I have spoken to Modryn Oreyn, who tells me that, althought he has been expelled from the Fighters Guild, he will still work to restore its honor. To that end, he wants me to go to the Glademist Cave and capture a Blackwood Company leader, Ajum-Kajin.

The cave can be found east of Chorrol, and can be a long walk/ride. Once you are inside, kill all the members of the Blackwood Company and find the leader. Talk with him, and he'll follow you (if not, hit him - but don't kill him). Bring him to Oreyn.

I have found Ajum-Kajin, cowering in his Blackwood Company hideout. I must convince him to return with me.

Ajum-Kajin will now return with me to Modryn Oreyn's house.

Modryn wants you to get information from Ajum-Kajin. Tell the fellow to sit down and ask for information. If he refuses, hit him with your sword, or cast some magic on him. When you are about to ask the final question, he'll commit suicide.

Oreyn would like me to learn some things from Ajum-Kajin: how large the Blackwood Company is; who leads the Company; and what is the source of their power. Oreyn has told me I am to use whatever means necessary to get this information.

It appears Ajum-Kajin may be ready to give me information.

I've learned that the Blackwood Company is over 100 strong, and growing every day. I must find out who leads them.

It looks like Ajum-Kajin is ready to tell me more. I should question him.

I've learned their leader is Ri'Zakar. I must now learn the source of their power, what gives them such courage in battle.

Rather than divulge the Blackwood Company's secret, Ajum-Kajin has killed himself. I should speak with Oreyn for further instruction.

Oreyn will give you the Greater Amulet of Interrogation. He wants you to infiltrate into the Blackwood Company.

Though we did not get all the of the answers we had hoped for, Oreyn is pleased with the information we gained.

Infiltration

Modryn Oreyn would like me to join the Blackwood Company. I am to go to their headquarters in Leyawiin, infiltrate (the game has the word 'inflitrate' here) their ranks, and follow them on a mission to find out the secret of their effectiveness.

Head to Leyawiin, and talk with the leader about joining. He'll allow you to join, and order you to follow him into the basement. The mission involves Water's Edge, and you need to drink something called Hist.

I was able to join the Blackwood Company. I am to report to the training room to prepare for an upcoming mission.

The Blackwood Company has been hired by the Water's Edge Settlement to take care of some goblins that have been raiding their town. First, though, we are all to drink a potion made from the sap of a Hist Tree.

I have ingested the Hist Sap potion. I feel a strange feeling coming over me.

You don't have to travel to Water's Edge manually, because the game will fast-travel to get you there.

We've arrived at Water's Edge, which it seems has been overrun by goblins. I have been given the other to attack.

Hit the goblins, but don't hit your 'friends'. If you do, they'll just start to attack you. The person leading you tells you there are more goblins inside the houses. Enter them, and notice how the goblins don't attack, and almost appear to live there. Kill them.

The goblins invading Water's Edge have been defeated.

You'll pass out, and wake up in the house of Modryn Oreyn. Talk with him about the case.

I've awakened from my Hist Sap stupor at Modryn Oreyn's house. He worries that the company will have taken the settlement and moved the residents out.

Return to Water's Edge, and talk with the father of Biene Amelion. Everyone is dead, and yes, you did this. He doesn't know though. Go tell Modryn.

I've returned to Water's Edge to a gruesome sight. Biene Amleion's father stands over the corpses of his daughter and the rest of the settlement. There are corpses all around--not goblin corpses as it had appeared in my Hist Sap--clouded mind, but human corpses. The Blackwood Company and I slaughtered the entire population of Water's Edge. I must return to Oreyn immediately.

Oreyn was deeply troubled by what I told him, but realizes that there was little I could have done to prevent it. He believes it is time to end the Blackwood Company forever.

The Hist

Modryn Oreyn had decided that the threat of the Blackwood Company must be ended. He wants me to travel to their headquarters and destroy the Hist Tree. It will be behind a locked door, and it is likely that only Ri-Zakar himself has a key.

Head to the headquarters to get a warm welcome. You'll have to find a bunch of the Blackwood Company members at the same time, which can be tricky. Be sure you go after the man with the red sword first, because he can drain your health (and his sword is nice to have). Head upstairs until you find Ri'Zakar. Grab the key from his corpse.

I have killed Ri'Zakar. I should get the basement key from his corpse.

I've gotten the key to get into the basement, where the Hist Tree is located.

Rest, and enter the basement, where the tree is located. Battle the two mages and then it's time to end the life of the tree.

The tree has become a perversion of nature. It is surrounded by alien machinery. If I am to destroy this monstrosity, I will neefd to find a way to destroy the machinery that surrounds it.

You'll find two lose pipes in this room. Pick them up (in your inventory) and then find the two sides of the machine with spinning wheels. Use them on both sides, and the thing will catch fire.

I have destroyed the machinery surrounding the Hist Tree, and the tree was destroyed in the process. I should return to Oreyn.

Outside the room you'll meet Maglir. He even wants to fight you. Hit him... hard. Return back to Oreyn to get the Helm of Oreyn Bearclaw - a heavy armor helm with some nice stats. Talk with Vilena Donon in order to become Master of the Fighters Guild.

Oreyn believes our work is now finished. He has given me that Helm of Oreyn Bearclaw as a symbol of our friendship. He suggests I speak with Vilena Donton and tell her all that has transpired.

Vilena Donton was astounded by the events I recounted, and she now realizes that her unwillingness to act could have caused the demise of the Fighters Guild. She has promoted me to Master of the Guild.

Vilena Donton suggests that one of my first actions should be to reinstate Modryn Oreyn as my second-in-command, if he will accept the post.

Talk with Modryn about this. He is happy with the news, obviously.

I have asked Modryn Oreyn to act as my second-in-command. He accepted, and will run day-to-day activitaties of the Fighters Guild in my absence.

Talk with Modry again, and you can select what he should do. Each month you can return to the guild, and get yourself some money. Good work master!

The Arena
By: Sirius Snape

To join the Arena, head to the Imperial city, Arena District and speak to to Hundolin standing in a doorway, who offers you a choice of being a gambler or a fighter. If you want to be a combatant, You will get a journal update:

I wish to join the Arena faction as a combatant. I must speak with Owyn the Blademaster in the Arena Bloodworks.

Find and speak with Owyn.

I am now a combatant in the Arena faction. To arrange for a match, I must speak with Owyn in the Arena Bloodworks in the Imperial Ciy. After every match, I must speak to Owyn again to close out the match and receive my rewards earned. While I'm involved in any active matches, I will be unable to bet on any fights.

He will give you a choice of heavy or light raiments (both enchanted with +2 personality and +5 athletics). You must wear this during your matches, or face disqualification. You can choose your weapons (there are various weapons there you can use), shield and helm but you must wear the raiment.

Ranks and Gold rewards

Pit Dog - 50, 50, 100
Brawler - 100, 100, 150
Bloodletter - 150, 150, 200
Myrmidon - 200, 200, 250
Warrior - 250, 250, 300
Gladiator - 300, 300, 350
Hero - 350, 350, 500
Champion - 1000
Grand Champion - weekly matches with varying gold for each match

Pit Dog Matches

Match One: Wood Elf - blade, shield, helm
Match Two: Imperial - blade, shield, helm
Match Three: Argonian - archer

Brawler Matches

Match One: Nord - axe
Match Two: Twin Wood Elf sisters - one is an archer, the other has a blade
Match Three: Khajiit - axe

Bloodletter Matches

Match One: Redguard - mace or blade, shield
Match Two: Breton - blade, heavy armor
Match Three: Dark Elf - archer, blade

Myrmidon Matches

Match One: Wood Elf - enchanted frost dagger
Match Two: High Elf - blade, light armor
Match Three: Orc - axe, heavy armor

Warrior Matches

Match One: Nord - blade
Match Two: High Elf - spellcaster, blade
Match Three: Orc - warhammer, heavy armor

Gladiator Matches

Match One: three Argonians - unarmed, but good hand-to-hand skills
Match Two: Khajiit - blade
Match Three: Breton - blade

Hero Matches

Match One: Imperial (former Blade) - blade, shield
Match Two: Spellcaster - enchanted shield
Match Three: Yellow Team Champion, plus a magic user and an archer - you get a boar to help you in your fight

Once you fight your opponents, you are given the option to challenge the Grand Champion Agronak gro-Malog.

I am now an Arena Champion. There are no more standard matches left to fight. Instead, I must challenge the Grand champion, Agronak gro-Malog, for his title.

Champion Match

The Grey Prince - you can fight him straight out, or take his quest. Speak to him about 'the Grey Prince" and take the quest "Origin of the Grey Prince". You find out information that will make your fight a lot easier. The quest involves a trip to Crowhaven ruins near Anvil.
Within the ruins you will find Lord Lovidicus, the Grey Prince's father who attacks you. You can take his journal and report back what you find to the Grey Prince. Your reward is a boost in Athletics, Blade, and Block plus an easy victory in the Arena. If you fight him straight out, prepare for a long hard battle. If you take his quest, it will end with him asking you to take his life (easiest solution).

Check in with Ysabel, and choose a nickname for your character, and then you are ready for battle. When the Grey Prince is dead take his armor to Ysabel and you will get your own special armor in exchange.

I have defeated the Gray Prince and have been named the new Arena Grand Champion! Ysabel Andronicus told me to return to her after I've gotten some rest, so we can discuss my future.

Speak to Ysabel to get this entry:

As Arena Grand Champion, I can fight in weekly matches against various creatures. All I need to do is see Ysabel Andronicus in the Arena Bloodworks and tell her I'm ready for a match.

The weekly matches are good for income and practice, should you choose to take on the matches.

Thieves Guild
By: Grawl

Joining the Thieves Guild can be done in two ways:

  • In the Imperial City's Trade District, steal something and let a guard catch you. Go to jail and get back to the Trade District. Some beggar should come up and give you a note. This method is unconfirmed by me.
  • Head to the beggar's area of the Imperial City (southwest) around 2 AM, and find where the beggars are (east). Try to find the small group of three persons. Talk with the man holding the torch (Armand Christophe). Make sure he likes you one way or another (bribing works) and then ask about "Gray Fox" and then "Joining the Thieves Guild".

    Make sure you ask about the rules too, so you don't break them. The most important rule is not to kill any character during your quests (unless they attack you first).

May the Best Thief Win

I spoke with Armand Christophe, who is a member of the Thieves Guild. He offered me a chance to join the guild, but I have to compete against two other thieves, Methredhel and Amusei. Which ever one of us steals Amantius Allectus' Diary first will be inducted into the Thieves Guild. It's somewhere in the Imperial City. He told me that the beggars might be able to tell me where to find him.

The woman seems to know where the diary is (at least the two times I tried this), so follow her. If you enter the house after her, you can get the diary before she does. Anyway, how to get there:

Head towards the ships, and run toward the big tower (it's a lighthouse). Pass it by and enter the Temple District. Immediately head right into the small alley, and at the end turn left. The second door on your left is the house of Amantius Allectus. In his house, check the desk on the right side to find the diary.

I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand at Dareloth's garden by midnight.

Now all you need to do is return to Armand Christophe and give the diary.

Independent Thievery

Talk with Armand about jobs, and you'll get a quest for this.

Armand told me that he won't have any commission jobs for me until I sell more stolen property to Ongar the fence. I'll need about 50 gold worth of stolen goods before he will trust me sufficiently.

It should still be somewhere in the night, so you can try to steal some things. If you're not able to do this, you can wait or do this when night falls and you're in a city.

Whenever you want to sell your stolen goods, head to Bruma (fast-travel or walk, whatever you like) and find the house of Ongar.

I've reached my goal. I have fenced over 50 gold worth of goods. I should go see Armand sometime. He might have something for me.

Once you sold worth 50 gold, talk with Armand again to get a real job. Note that you need to repeat this after every quest, where the amount of stolen gold becomes bigger and bigger. Eventually you'll need to have stolen worth 1000 (or more) gold. In order to keep this all a bit easier to navigate, I will just tell you how much stuff you need to steal in order to start the quest.

Untaxing the Poor

Talk with Armand about the special jobs to get this one.

Armand of the Thieves Guild has asked me to recover the tax records and taxes collected by the Imperial Watch. They are being held by an over-zealous Captain called Hieronymus Lex in the South Watchtower.

Quite an easy quest. Wait until it's night, and then head towards the house where you stole the diary. Around there, you'll find the South Watchtower. Enter it, and from that moment on sneak. There will be guards downstairs, but just go up. Keep going up until you ended up in the room with Hieronymus Lex. In order to get here, you'll need to pick a lock.

Once you got here, make sure not to wake him, and open the drawer to find the money and the records.

I found the tax records. Now to get them back to Armand in the Waterfront district.

Do as said - bring them back to Armand.

The Elven Maid

Have a chat with Armand for a new job. Note that, just like before, you need to sell some stuff before you're able to get new job.

Armand of the Thieves Guild has asked me to steal the bust of Llathasa Indarys from Cheydinhal. They will pay 100 gold coins.

Head to Cheydinhal and ask a beggar about the bust. He'll tell you where it's located.

I learned that the bust of Llathasa Indarys is in her tomb. She is buried in the chapel undercroft of the Temple of Arkay in Cheydinhal.

Enter the temple, and find the stairs that lead down. Make sure no one sees you going down there. Open the door with a picklock and enter the tomb. Sneak in here, and watch out, because there is someone guarding the bust. Find the bust, and sneak out again.

I have the bust. Now to get back to Armand.

When you try to find Armand, you'll find out he's not around.

The Waterfront if crawling with Imperial Watch. They are all looking for Armand Christophe. I'm sure he won't show at midnight. Dareloth's Garden is too hot. I'll need to find out where he is hiding. Maybe one of the other Thieves Guild members knows. I'll have to start asking around for them.

Methredhel is looking for you. She can explain you what's going on.

Methredhel contacted me. She says that this whole job was just a setup to flush out the informant, a Dark Elf named Myvryna Arano. They didn't see fit to let me in on the plan though. She has specific instructions from Armand to plant the bust in Myvryna's cupboard. Then I have to find Hieronymus Lex and snitch on her.

This may be a bit tricky, with all the guards around. Find her house (Hieronymus Lex is close to it) and enter it using a lockpick. If you're out of lockpicks, just head to your fence in Burma. Only enter her house at night, because she'll be around. Place the bust in her cupboard when she sleeps, and find Hieronymus Lex.

The bust is in Myvryna's cupboard. Now to tell that windbag Lex where to find it.

You may have to bride him before you're able to convince him where the bust is. He'll command you to follow him, in case you're not telling the truth. Inside, he'll find the bust and Myvryna will say she is the informant. She can go to jail, and is out of the Thieves Guild.

Hieronymus Lex found the bust I planted. Now all I have to do is report to Armand. Unfortunately I'll have to wait until the next midnight for him to return to the Garden of Dareloth.

Do some other stuff and find Armand when he's back. This ends your work here. It's time to move on in the rank of the Thieves Guild. Good job.

Adharji's Heirloom

Armand is no longer my primary Thieves Guild contact. My new contact is S'krivva, in the city of Bravil. I can find her either at home or at the Lonely Suitor Lodge. I should ask her if there are any commission jobs for me.

After stealing more stuff and selling it to your fence, S'krivva will have a new job for you. Find her, and ask her about it.

S'krivva has asked me to retrieve a ring that belongs to Ahdarji. She is a Khajiit living in Leyawiin. I need to go to Leyawiin and see if I can find her.

Head to Leyawiin, and find Ahdarji. Talk with her about the matter.

Ahdarji is offering 100 gold coins for her ring. The ring was stolen by Amusei. I wonder if that is the same Argonian that I competed against to get into the guild? I'll have to look around for him.

Pay a beggar some money to find out where Amusei is.

Amusei is in jail here in Leyawiin. The only way I'm going to find that ring is to talk to him there.

Walk towards the jail, and pass the guard. Make sure you hurry up, because the guard will follow you after a short while. Open the door with a lockpick and make sure you have another one ready (in your inventory, that is). Talk with Amusei, and give him a lockpick to make him tell you where the ring is.

Amusei knows where the ring is, but he won't tell me unless I get him a lockpick.

Amusei told me that the ring was inscribed on the inside with the name Alessia Caro, a.k.a. the Countess of Leyawiin. Apparently he tried to sell it back to her. When he went to deliver the ring, he was arrested and thrown into jail. She kept the ring. It must be somewhere in the castle, assuming she isn't wearing it. I'll need to find someone who can tell exactly where. This might be a good time to revisit Ahdarji, or to see what the beggars know.

Instead of going out and asking beggars, you can bribe someone from the staff too, and ask where the ring is. One of them will tell you she wears it most of the time.

It seems that Alessia Caro wears the ring all the time, which is going to make it really difficult to steal it from her. However, I learned that she always takes it off at night. I'll have to sneak into her bedroom at night and rifle through that jewelry box.

Wait until it's night (2 am will do) and picklock the door open that leads to her bedroom (up the stairs). There are guards around here, so watch your step. Open the first door on your right, and follow it to the end to end up in the bedroom of Allesia Caro. Open her jewelry box and sneak out again.

I've got the ring. Now to find Ahdarji and collect my reward.

Well, head back to Ahdarji =p

Ahdarji was very grateful and rewarded me nicely for the ring. I get the feeling she hates Argonians though. No wonder Amusei had trouble with her. Now all I have to do is report back to S'krivva in Bravil.

Go back to Bravil and have a chat with S'krivva.

Misdirection

When you stole worth 300 gold, you can get this quest from S'krivva in Bravil.

S'krivva tells me that Hieronymus Lex, Captain of the Imperial Watch, has pulled guards from all over the Imperial City to lockdown the Waterfront. He has vowed to remain there until someone rats out the Gray Fox. If I want to help I have to find Methredhel. She is hiding somewhere in the Imperial City.

Methredhel lives in the Talos Plaza District, where she is hiding. A beggar can tell you the direction. Have a chat with her.

Methredhel has a plan to force Hieronymus Lex to lift his siege of the Waterfront. Myself and four other Thieves Guild operatives will go on a crime spree. Each of us is assigned a high profile item to steal. I am to steal Hrormir's staff from the Archmage's room at the Arcane University. I have a note I am supposed to leave in his nightstand.

Head to the Arcane University, and wait until it's about 3 am. Enter the big tower, and take the teleporter up. Here, take the next teleporter into the Archmage's room. Grab the Hrormir's staff and put a note into the night stand.

I have Hrormir's Icestaf. All I need to do is leave the note in the nightstand.

I slid the note into the Archmage's night stand. Now to get the staff back to Methredhel.

Well, give it back... Wait, "back"? It never was hers... ah well...

I gave the Icestaff to Methredhel. She says we need to wait for the nobles and wizards to act. She wants me to watch Lex until he is ordered to leave the Waterfront. I have to make sure I get close enough for him to overhear any conversations. When he does, I report back to Methredhel.

Head to the Waterfront, and watch how a mysterious person gives Hieronymus Lex a note. He seems to be bad at holding things, and drops it. Grab it for him, but keep it.

While spying on Hieronymus Lex, I saw a Dremora deliver a note to him. Lex has begun moving his watchmen out of the Waterfront. I think this is the signal for me to report back to Methredhel. Lex dropped that note. I wonder if I can find it?

Report the good news back to Methredhel. To show the "good will" of the Thieves Guild, you need to deliver the staff back.

Methredhel has one last task for me. It's too dangerous to return Thormir's Icestaff directly to the Arcane University. Instead, I have put the Icestaff into a chest in Ontus Vanin's home. He is a researcher for the Arcade University and will certainly find it there.

Find the house of the researcher, and put the staff in his chest a night. Problem solved.

I've planted the Icestaff in the chest in Ontus' bedroom. I should go see S'krivva and collect my reward.

Have a chat with S'krivva to finish this quest.

Lost Histories

Once you stole worth 400 (or more) gold and sold it, you can get this quest from S'krivva.

S'krivva of the Thieves Guild has asked me to find out what happened to the thief named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to her or I do. I'm getting 400 gold coins either way.

Head to Skingrad and find a beggar who can tell you what happened to Theranis.

I discovered that Theranis was arrested. It seems he was found in a tavern, drunk and bragging about stealing something from Castle Skingrad. The Captain of the Skingrad Guard overheard him and arrested him. I'm going to have to break into the dungeon if I want to speak to Theranis.

There are three ways to get to the jail where Theranis is:

  • Steal something and go to jail.
  • Head into Castle Skingrad, head into the dungeons, sneak past the guard and open the gate (too hard to do, really).
  • Head into Castle Skingrad and talk with the guard in the dungeons. He won't let you in, but tell you about the butler. Find the butler Shum gro-Yarug. He will hire you as a person to feed the prisoners.
It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad. Penetrating the castle would be much easier if I had that job.

I got myself hired as a servant in Castle Skingrad. I only have access to the Great Keep, but that should help. Shum gro-Yarug says that the jailors will open the prison door for me. Now I just have to find Theranis.

Head towards the jail, and let the jailor open the door for you. Cranky as he is, he will still do it. Inside is no sign of Theranis, but have a chat with Larthjar the Laggards. Promise to set him free and ask him about "the Pale Lady". Be sure to let him free.

The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady, whoever she is, took Theranis days ago. I don't like the sound of that. There was an Argonian prisoner in the same cell as Theranis. Apparently he was also takes by the Pale Lady just a couple of hours ago. The Argonian put up quite a struggle and was bleeding. It's the only clue I've got right now. I'd better follow it.

Look for blood on the floor, and open a secret door using the "Strange Candle". Follow the trail of blood, while opening more doors until you find a vampire. Kill her, and look around to find the body of Theranis.

Theranis is dead. I found his body in the secret chamber with Amusei and the Pale Lady.

Amusei again... well, he has a note on where to find the book, and he won't give it until you two escaped from the castle.

The Argonian in the cell with Theranis turned out to be Amusei! Before he died, Theranis told Amusei where he hid a special treasure, which I assume is the book. If I can get him out of there, Amusei will tell me where the book is hidden. Of course being seen helping a known prisoner to escape is a crime. I'll have to avoid the guards in the castle.

Make sure it's night, so not too many people are wandering about. The Pale Lady holds a key to both the jail and the castle. Going back the way you came would be suicide, since the guard is always around. Instead, leave the wine cellar (steal the most expensive ones) and take the door on the right. Then cross the long hall, into the dining room and open the door here to end up in another hall, which also gives access to the main hall. Don't go to the main hall, but walk straight ahead to end up outside. The door opposite is the door that leads to the dungeons. Head through the main gate and hopefully no guard will be around. When you walked a bit further, Amusei will give you the note.

Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and tell me about the book.

Amusei was grateful for being saved from the Pale Lady and told me where to find the book. It's under a bush, behind Nerastarel's house, near a well.

Find the book and report back to S'krivva.

I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in Bravil.

Taking Care of Lex

Have a chat with S'krivva after stealing 500 (or more) worth of gold to get this quest.

S'krivva tells me that the Gray Fox is tired of Hieronymus Lex causing problems. He wants Lex removed once and for all. Countess Umbranox of Anvil is in need of a Captain of the Guard. She sent away for a list of recommendations from the Imperial Watch guard. I must create a forgery that recommends Lex and deliver it to her personally. The Gray Fox has a special interest in Countess Umbranox and has chosen Lex to be her protector. Very curious.

First, I steal the letter from steward Dairihill's desk in Castle Anvil. Then get a forgery made. I have to find and pay for my own forget. Then seal it with the Imperial Watch seal from the legion commander's desk in the Imperial City. Dairihill cannot be trusted to deliver the letter. I must personally deliver the forged letter to Countess Umbranox of Anvil. I will be paid 500 gold, plus the cost of the forgery.

When you head to Anvil, talk with a beggar to get some information about the office of Dairihill. He says that it won't be easy to get there, but there is some kind of secret passage. The blacksmith is suppose to know more.

A beggar told me that there may be secret ways in the castle. I am supposed to find the blacksmith. I'm not really sure why.

Enter the castle and talk with the blacksmith. He'll open a secret passage for you, which'll lead to a secret door very close to the room of Dairihill.

Orrin has shown me a secret passage within the walls of Castle Anvil. It should let me get closer to Dairihill's office without being seen by the castle guards.

Enter the passage and wait until it's around 3 am to make sure not many guards are around. Follow the secret passage and enter the secret door. On your left is the office of Dairihill. Enter it, and find the letter.

I have the letter. Now I need to find a forger.

Head down the secret passage again to end up in the room with wine. Be sure to steal the bottles, because they'll help you keep the fencers happy. Outside, a beggar will be able to tell you where a forger lives. Visit him, and he'll be "happy" to forge the letter.

My sources tell me that there is a master forget in Anvil. He is known only as The Stranger. He lives in a house by the Mages Guild.

I delivered the letter to The Stranger. He said to return in a day and he would have the new letter ready. It's going to cost 500 gold coins.

24 hours of doing something else. If you don't have the 500 gold, you can start with getting those together ;) Otherwise, just hit 'T' or do something else. Return to him in 24 hours.

The Stranger has forged a new letter for me. Now I have to go to the Imperial Legion compound in the Imperial City. I have to seal the letter using the official seal of the Legion Commander.

Head to the Imperial City and wait until it's night. Sneak into the building and find the seal. Note that you don't have to open all the doors, because you can also walk through the room where the soldiers sleep.

I've sealed the letter with the Legion Commander's seal. Now I must deliver it to Countess Umbranox personally. I will take on the role of courier.

Head to Bravil and deliver the letter to Countess Umbranox. Be sure to talk with Dairihill after this, to get some extra gold.

Countess Umbranox has given me her response. Now I need to deliver it to Hieronymus Lex. The look on his face should be priceless.

Well, tell Hieronymus Lex the "good news". He won't be too happy, but march off to Bravil straight away. You can visit him, if you want =p

Hieronymus Lex was shocked to learn he has been reassigned. Now the Thieves Guild will be safe from his persecution. All I have to do is get back to S'krivva to collect my reward.

Well, head to S'krivva to finish the last quest with her. From now on you'll work straight for mister Gray Fox himself!

Turning a Blind Eye

In order to start this quest, you need to steal worth 600 (or more) gold and sell it to a fence. Then make sure you're in a capital city (Bruma won't qualify, for example) a wait (press 'T') until a messenger, in this case Methredhel, arrives and hands you a note from the Gray Fox. Although the description tells you to wait in the Imperial City, it doesn't really matter. For example, if you finished the last quest and already fenced worth 600 gold, Methredhel will find you faster, than if you would head to the Imperial City first. Note that the first description of the two below doesn't really belong to this quest, but to "Independent Thievery".

I've reached my goal. I have fenced over 600 gold worth of goods. When I'm in the cities, I'll have to keep an eye out for messengers from the Gray Fox. He could call for me at any time. I should wait in the Imperial City if I want them to find me quickly.

Methredhel sought me out and delivered a message from the Gray Fox. I am to meet him at the home of Helvius Cecia in Bruma. He has an important task for me. Finally, I am going to get to meet the head of the Thieves Guild in person.

Head to Bruma and enter the house of Helvius Cecia ("The Gray Fox is waiting inside") to meet the Gray Fox. He'll ask you to steal Savilla's Stone from a monastery with monks... blind monks. Sounds easy? It is.

The Gray Fox has given me the task of recovering Savilla's Stone from a monastery known as the Temple of the Ancestor Moths. It is in the mountains, somewhere north of Cheydinhal, in the farthest corner of Cyrodiil. Killing the human guardians of the stone will not put a bloodprice on my head, but killing innocent people will. The Gray Fox has promised me 500 gold coins.

You may, or may not have a quicker access to the monastery. If you did a bit of the main quest, you can simply drop yourself off at a lake that's a bit south of there. If you didn't, head to Cheydinhal and go north from there to reach it.

I found the Temple of the Ancestor Moths. Now I just have to locate Savilla's Stone. Maybe I can persuade one of the monks to help me.

Find a monk, and bribe him until he shows you the catacombs. Follow him there.

Brother Holger (name may be of another monk) has agreed to show me the entrance to the catacombs. I should follow him.

I've entered the Catacombs of the blind monks. The Gray Fox hinted that the true guardians of Savilla's Stone would not be subject to Blood Price. I'm betting that also means they won't be too happy to see me. I'd better be careful from here on.

Check your map and follow the marker until you found the room with Savilla's Stone. Defeat the guardian, and grab the stone. Watch out for the two red stones, and they are protecting the stone and will hurt you.

There is no need to go all the way back. Instead, enter the room on the right (looking from a view when you entered) and simply go up here. Also grab the note to learn a bit more about the cowl the Gray Fox is wearing. Head back to him, and give him Savilla's Stone.

The Gray Fox has rewarded me for my efforts. He was fairly mysterious about why he needed the stone. He asked me to be available for when he next calls for me.

Arrow of Extrication

Fence worth 700 gold, and (you know the drill) stay put until a messenger arrives (not in Bruma though). This time it's your old friend Amusei.

Amusei sought me out and delivered a message from the Gray Fox. I am to meet him at the home of Malintus Ancrus in Chorrol. He has another task for me. It seems Amusei has finally straightened up and joined the Thieves Guild. He is even trusted enough to deliver messages from the Gray Fox.

Head to Chorrol and talk with the Gray Fox for your next job.

The Gray Fox will pay me 500 gold coins to steal the Arrow of Extrication. It was recently recovered by Bravil's court wizard, Fathis Aren. There will be no bloodprice for killing Fathis, so long as he doesn't die in the castle. I should start my search in Bravil.

In Bravil, a beggar will tell you that he keeps all his good in a tower outside of Bravil. However, the tower can't be entered from the outside, so there must be a secret passage from within the castle.

A beggar in Bravil told me that Fathis Aren has claimed the ruined tower southeast of the city for himself. The door to the tower is impenetrable, but rumor has it that Fathis used a secret passage from inside the castle to get to it.

Enter the castle, and wait until it's day (yes, day). At night guards are guarding the door that leads to the hall, which leads to the room of Fathis Aren (still there?). So basically, enter the door to a hall at day, take a left, and enter the room of Fathis Aren. Remember your map is your friend. Search the two chests that are next to each other to trigger an event.

I found Fathis Aren't rooms (rooms?) in Castle Bravil. Now to locate the Arrow of Extrication.

I've searched both chests in Fathis Aren's room. Neither had the Arrow of Extrication. I'm beginning to think it isn't here. This room doesn't seem to have enough wizardly stuff for a wizard of Fathis stature. I wonder if there is a secret chamber where he keeps his more valuable treasures?

Yes there is. Find the movable pillar to open a secret passage. Enter the door here to find an underground entrance. Open the door straight ahead of you, and take the upper path to end up in some water. Follow it until you find out that the path is "broken" and a pool where you can dive. Note the fishes (hostile fishes, mind you) here. If you dive all the way down, you'll end up outside in a lake. Don't do this. Instead dive down just a bit, and find a passage that you can swim into. Follow this, and keep opening doors and defeating enemies until you end up in the tower.

Here, find your way up. In one room you'll find the Arrow of Extrication. Bring this to the Gray Fox.

I found a key shaped arrow head, but not the whole arrow. This must be what the Gray Fox is looking for, or at least as close as I am going to get. I should take it to him.

The Gray Fox accepted the key shaped arrow head. Apparently it is all that remains of the Arrow of Extrication. He is going to try and get it reforged. He thanked me for my efforts and promoted me to Master Thief in the Thieves Guild.

Boots of Springheel Jak

Before you can start this quest, you need to steal worth 800 gold (or more). Wait in a main city and Amusei will give you a new note.

Amusei has given me another message from the Gray Fox. I am to meet him at Ganrendel's house in Cheydinhal.

Head to Cheydinhal and have a chat with the Gray Fox about your next job. It's quite an easy one.

There is a descendent of Springheel Jak living in the Imperial City named Jakben, Earl of Imbel. The Gray Fox has suggested I look there for clues as to where he is buried. Once I know where to look, I am to get the boots and bring them back to the Gray Fox in Ganredhel's house in Cheydinhal.

Head to the Imperial City and ask a beggar to find out where the house is. Enter it, and make sure the servant isn't at home. If he is, wait until the next day. Now enter the house when it's day and talk with Jakben. He is terrified, because his servant isn't home, and will tell there is a family mausoleum in the basement of the house, and even gives you the key.

What luck! The family mausoleum for the Imbels is in the basement of the Jakben's house. The poor Earl was so terrified he told me everything I needed to know. He even gave me the key! Now to find those boots.

Head to the mausoleum and look around for the coffin of Springheel Jack. The boots aren't here, but make sure to read the diary to find out Springheel Jack is/was a vampire. And why does Jakben only leave his house at night? Why doesn't he sleep in a bed... Talk with him... or rather... kill him, in order to get the boots. Give them to the Gray Fox to finish this off.

The boots were not in the tomb of Springheel Jak. I did find a diary though. Maybe it can provide a clue.

I have the boots. Now to get back to the Gray Fox in Ganredhel's house in Cheydinhal.

The Gray Fox thanked me for getting him the boots. He paid me 500 gold coins for my efforts.

Apparently it's not even needed to enter the mausoleum in order to get the boots. Also, there is a diary on the top floor that hints about the mausoleum too. This is all unconfirmed though.

The Ultimate Heist

Before you can start this quest, you need to have stolen worth 1000 (or more) gold. When you did, stay put until Amusei gives you a note.

Amusei has given me another message from the Gray Fox. I am to meet him at Othrelo's house in the Elven Gardens district in the Imperial City.

Head to Othrelo's house to start the last quest. Beware that it's quite big and will the hardest too. You probably expected this anyway. You'll get two of the items you stole for the Gray Fox back, because you'll need them for your quest (the boots to "reach inaccessible places and for long jumps", the arrow to "open the last door to the palace").

The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. The audacity of such a theft is astounding! The Gray Fox has laid out the plan for me. It's not simple, but he has given me a written copy for my reference. He has even set aside the guild rule of blood price for this heist. Now I just have to execute the plan. The first step is to infiltrate the Imperial Palace and activate the Glass of Time, whatever that is.

Even though the Gray Fox told you the Blood Price will be ignored for this quest, you shouldn't kill anyone. This will only raise your bounty, and it's possible to finish the quest without getting a single bounty. Even better - it's possible to finish this quest without getting seen by guards.

Head to the Imperial Palace and head towards the basement. Make sure the guard doesn't see you when you pick the lock. Inside, a guard will be wandering around. He'll first walk from one side to the other on the outer circle, and then head back by taking the shortest path - by entering the circle. Simply tail him, and active the Glass of Time. This will open the Old Way, which we'll enter later.

I have activated the Glass of Time. According to the Gray Fox, the door to the Old Way in the Imperial Sewers should now be open. Now I just have to find it.

Find the sewers (first exit the Imperial Palace, yes) and enter it. Inside you'll have to turn some wheels, but the path is very linear eventually you'll find the Palace Sewers entrance.

I have found the sewer entrance that the Gray Fox told me to look for. Now I need to find the Old Way.

From now on, you'll meet quite some enemies. The path however, is still very linear. Keep going until you find a wooden door - the Old Way.

I have found the Old Way. This is clearly a long abandoned sub-basement of the Imperial City. It looks like it's going to be a long journey to get into the Imperial Palace this way. I need to find the door that connects to the palace interior. If I remember correctly, I will need the Arrow Extrication in order to open that door. (Note how the game actually says "I will need the the Arrow Extrication to unlock time in order to open that door.)

A long journey? Indeed... Eventually (yes, linear path) you'll end up in a room with a gate ahead that's closed. You'll also note two red crystals, that aren't activated, and thus aren't attacking you. You need to jump up to the balcony ("reaching inaccessible places") and push one of the two buttons here. The gate will open for a short while, but so will the crystals. Run though and enter the next room. Here, walk all the way to the end of the room.

There must be some secret way to open this door. I'll bet this is where I have to use the Arrow of Extrication. Most likely I have to be standing in a special place for the keyhole to open up. It will be somewhere with a clear view of a pillar.

Head east, and another message will pop up (what is there left to explore?).

These walls look like they are meant to move. Maybe the place I need to stand to fire the arrow is behind them. I'd better look for a way to get through them.

Note there is a door here. Open it, and push the button on the left. This will open a secret door in the chamber below. Follow that path until you find another button. Push this to remove the walls in the big room where you got the messages about how the walls were "meant to move". Go back there, and get rid of the new enemies. Stand on the plate between the two red crystals.

This must be the spot. Standing on this pressure plate opens the pedestal at the far end of the room. I should practice with normal arrows a few times before trying the Arrow of Extrication. I will only get one try.

You can practice with normal arrows, but you can also do a save and do it that way. If you miss, you'll have to reload, or find the arrow (not sure if that works).

I've used the Arrow of Extrication to activate the door and open the secret way into the palace. There is no telling where I might end up. I should take care to extinguish my lights, muffle my footsteps, and be stealthy as I enter the door.

The door is protected by two guardians. Finish them off, get into sneak-mode and enter the door to enter... a room full of sleeping soldiers... The easiest thing to do, is to tail guards that leave the room. Simply follow the markers on the map. However, it'll show you to enter the library through a door you can't enter. If you encounter this, simply go up one floor and enter it that way. Sneak past the blind monks and sit down to receive the Elder Scroll!

I've seated myself in the reading chair. Now I just have to wait for them to bring me the scroll. So long as I don't speak to any of them, the priests seem to be assuming I am Celia Camoran.

I have the Elder Scroll! This is the treasure of the century. My name shall be known across Tamriel for this theft! Now to get it back to the Gray Fox. The way back is blocked. I'll have to go upstairs to find a way out. Even through they are blind, these monks will not be easy to sneak past.

Head up the stairs again (don't bump into a monk) and keep going up, floor after floor. Eventually the marker will show a green marker, indicating this is the correct room. Tail a guard and open the lock. Get out of sneak-mode, and run to the fire place. Use it, and you'll fall down. If you want to keep the boots, and think you are strong enough, you can unequip them. Otherwise leave them on, and they'll be destroyed when you fall down.

I have escaped from the Imperial Palace by jumping down a chimney chute in Ocato's bedroom. I hope the Royal battlemage won't mind me misusing his ash flue. I can only hope my fall doesn't end too abruptly. I wonder if this is what the Gray Fox said I would need the Boots of Springheel Jak for?

You'll fall down, and end up just outside of the door that leads to the Old Way. I wonder though, if you could go down that way, why didn't anyone bother to go up that way? It'd be much easier, right? Anyway, now you stole the Elder Scroll, return to the Gray Fox.

The Gray Fox has yet to pay me for stealing the Elder Scroll from the Imperial Palace. To get my reward, I have to present a ring to Millona Umbranox, the Countess of Anvil, and gauge her reaction to it. I don't understand what this has to do with the Elder Scroll, but for now I'll trust him.

Head to Anvil, and talk with the Countess when she is on her throne. Show her the ring, and she'll tell her it's from her husband - but can't even remember his name or face. This is where the Gray Fox shows up. With the Elder Scroll, he manages to lift the curse of the cowl, and explain it all to you. His name is Corvus, but there was a curse on the cowl. By putting it on, his name was removed from history, and everyone forget about him. Because of the Elder Scroll, he could remove the curse of the cowl.

Not only that, but you'll get the cowl! It gives you quite some bonuses; +25 to Sneak, +200 to Feather (so you can carry more) and +100 to Detect Life (you'll see purple clouds where people are, even through walls). The downside is that every time you put the cowl on, your bounty will be 500. You can half it though using certain persons of the Thieves Guild and pay the rest off to a guard. However, every time you put it back on, the bounty will be back too. The best part of this, is how you can lead two lives. By putting the cowl on, you can commit crime as the Gray Fox. Remove it, and the bounty will be gone too.

The Gray Fox, who is no longer the Gray Fox, but is now Corvus Umbranox, has given me the Gray Fox Cowl of Nocturnal. I am now the new Gray Fox and the new guildmaster of the Thieves Guild. Due to the magic of the cowl, the Thievesof the guild will not notice the change. However, since the curse if lifted, I can remove the cowl and be recognized as myself again. Interestingly, the cowl's magic makes it so that anyone seeing me remove the cowl does not associate me with the Gray Fox.

History has been rewritten. I should go see the new Thieves Guild Hall in the Imperial City Waterfront. The Gray Fox, or Count Corvus as he is now know, told me that I get to run the place.

You'll also get to run the guild now, and even get a hideout. Find the barred door at the Waterfront in the Imperial City. You can't enter from this way, but you can by entering the basement of Dareloth's door. It's all yours, and all the members of the Thieves Guild will visit the hall on a frequent base. Congratulations, and good work Gray Fox!

Dark Brotherhood
By: Korana

There's no guild hall to visit to join the Dark Brotherhood, so making first contact can be confusing. Ask various people about rumors and you may eventually come to this topic:

They say that when you murder someone, the dark brotherhood comes to you in your sleep. That's how they recruit new members.

You do not need to speak to someone about this rumor. If you murder a character in cold blood without any witnesses; preferably someone who doesn't deserve to die, and then rest the Dark Brotherhood will seek you out. Do not kill beggars if you are a member of the Thieves Guild, or intend to join the Thieves Guild at a later date. Once you have killed a character this message will appear on your screen:

Your killing has been observed by forces unknown...

A Knife in the Dark

Sleep after committing murder, and you will be greeted by Lucien Lachance, a Speaker for the Dark Brotherhood. He informs you that he'd like to offer a chance to become part of the Dark Brotherhood family, but you have to prove yourself worthy. You do not need to accept his proposal, you can choose to never assassinate Rufio, thus never joining the Dark Brotherhood. If you choose to kill Lucien, you will sever your ties with the Dark Brotherhood permanently and will not be able to join. Lucien tells you of an inn on the Green Road to the north of Bravil, the Inn of Ill Omen. There you will find a man named Rufio. Kill him, and your initiation into the Brotherhood will be complete. He promises to appear to you again after your task is complete if you sleep in a secure location. If you leave Rufio alone, Lucien will never visit you again and you will not have to join the DB. Lucien offers you a token of good faith from the Brotherhood, the Blade of Woe, before disappearing.

While sleeping, I was visited by Lucien Lachance, a representative for the assassins guild known as the Dark Brotherhood. He said that if I wish to join his "family," I must go to the Inn of Ill Omen, find a man named Rufio, and kill him. If I simply leave Rufio alone, Lachance will never visit me again.

The Inn of Ill Omens is well marked on your in game map. As Lucien instructs, it's just North (and a little west) of the town of Bravil. Once inside the Inn, the inn keeper and a woman both tell you they suspect Rufio is hiding from someone or something, as he's been living at the inn for a few weeks and rarely leaves his room. The inn keeper tells you that Rufio's room is downstairs, through a trap door near the stairs, in the private quarters. Rufio's room is the far left room. The door to the room is unlocked, and Rufio is most likely asleep in bed (Rufio wanders the inn from around 2am to 6am, the rest of the time he can be found sleeping.). Sneak past the bed and stab Rufio in the back. He's very easy to kill. . A message box will appear reminding you that you should sleep in a secure location for Lucien to visit you again. You may sleep at the Inn of Ill Omen.
The man named Rufio is dead. The next time I sleep in a location he deems secure, Lucien Lachance will visit me once more, and complete my entrance into the Dark Brotherhood.

Lucien appears to you after resting, and tells you to seek out the abandoned house near the eastern wall in the city of Cheydinhal. He tells you to enter the basement of the abandoned house and to attempt to open the black door.
He tells you: "You will be asked a question. Answer thusly: "Sanguine, my Brother." You will gain access to the sanctuary. Once inside, speak with Ocheeva.

I must now go to the abandoned house in the city of Cheydinhal, and attempt to open the door in the basement. When questioned, I must answer with "Sanguine, my Brother" to gain access to the secret Dark Brotherhood Sanctuary. Once inside, I should speak with Ocheeva.

Travel back to Cheydinhal now, either by Fast Travel or by following the well marked roads on your in game map. The house is not hard to find in the city. The house is not far from the East Gate, across from the Cathedral. It's well marked by boarded up doors and windows, as well as other pieces of debris. Once inside, travel down to the basement. Through a hole in the wall you will find a dark tunnel. Follow this tunnel, and you will reach the Black Door. A mysterious voice poses a question: What is the color of night? Remembering Lucien's instructions, you should answer "Sanguine, my Brother." The door opens and you may enter the Cheydinhal Dark Brotherhood Sanctuary.
I have gained entrance into the Dark Brotherhood Sanctuary. I must now speak with Ocheeva.

You will find Ocheeva, an Argonian female, not far from the entrance. She welcomes you, and informs you to seek out Vicente Valtieri for new assignments. Ocheeva also offers you a new set of armor.

I have spoken with Ocheeva.

Welcome to the Family

The Dark Brotherhood quests offer you "reminders" in your journal. These reminders prompt you to speak with your superiors again to seek new contracts.

I must accept a contract from Vicente Valtieri.

Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Vicente Valtieri.

A Watery Grave

Seek out Valtieri inside the sanctuary.. He is surprisingly, a Vampire. Speak to him to gain your first contract. Valtieri informs you that you've got a pirate captain to kill. If you agree, he tells you to go to the Waterfront District of the Imperial City. There you will find a ship named the Marie Elena. You are to board the ship and find it's captain, Gaston Tussaud. He also mentions that the pirates have been moving a lot of cargo recently, and you may be able to smuggle yourself on one of the packing crates
I must go to the Waterfront District in the Imperial City and gain access to the pirate ship Marie Elena, so I can kill Captain Gaston Tussaud. I may be able to smuggle myself onboard with the cargo, in one of the packing crates.


Travel to the Waterfront district. The Marie Elena is very easy to spot once you arrive. The female dark elf first mate and 2 crew members are near the ship. The first mate, Malvulis, threatens you if you mess with the ship or it's crew members. Sneak past them and approach the crates on the east side of the dock. Activate an "empty crate". A message box will appear asking if you would like to hide in the crate to be transported, or if you'd like to find another way onto the ship.
The choice is up to you, although the crate is a rather straightforward route of getting on the ship.

Just as expected, the crate I hid in has been transported to the ship's hold. I must now find and kill the Captain, Gaston Tussaud. He's probably in his cabin, at the rear of the ship, on a higher deck.

If you choose this method, once inside you will have to sneak up to the middle deck. Once on the next level, the aft, you will need to sneak all the way down the length of the ship. Stop once you hear voices. If you're sneak is high, you may hide in a nearby recess in the ship walls. If you're sneak level is low, return to the trapdoor and wait until their conversation is over. Once the conversation is over, one pirate will walk away and the other will remain the the far back room of the aft. Sneak around to wear you saw him walk from. There is a trap door to the left that will take you the Captain's quarters.

If you choose to find your own way onto the ship, a good hint is to think back on the advice of your fellow Brothers and Sisters if you spoke with them. One of them should have mentioned the strange balcony on the ship. You may use the balcony to gain entrance directly to the Captain's quarters by jumping onto it from the dock.

I have gained access to the Captain's cabin of the ship Marie Elena. I must now kill Gaston Tussaud.

Once inside the Captain's quarters, you may kill him however you see fit. Once dead, you will hear his crew mates knocking on the door. They warn that they are entering the cabin. You may choose to stay and kill them if you like. Or, you may take the key from the Captain's body and unlock a chest on the bedroom dresser. Take this key and open the door at the back of the chambers and onto the balcony.

Gaston Tussaud is dead. I must now return to the Sanctuary and speak with Vicente Valtieri to receive my reward.

Return to Valtieri for the reward of the Black Band, an enchanted ring, and to discuss your next contract.

Blood of the Damned

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.

Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

Accidents Happen

Valtieri tells you that he needs you to stage an accident. If you kill the target in the manner specified, you will receive a considerable bonus. He tells you the target is a Wood Elf named Baenlin. You can find him in his home in Bruma. You are instructed to enter silently, and avoid his manservant Gromm at all costs. You are instructed to make your way to a secret door on the second floor, there you will find a crawlspace where the fastenings of a mounted head are located. This head hangs over Baenlin's favorite chair. You are instructed to loosen the fastenings, doing so will cause the head to fall on Baenlin. Baenlin will be sitting in his chair between the hours of 8pm and 11 pm.

I must go to the city of Bruma, find Baenlin's house, and gain entrance. Once inside, I should stage a tragic accident.

(Note: You can just enter the house and kill both the manservant and the master by brute force. However, by doing so you forfeit the bonus, the dagger Sufferthorn.)

Baenlin's house is the second house on the right inside Bruma's east gate. Entering through the front door is possible, but risky as Gromm will likely notice you. There is a basement door around the back of the house. You may enter the house at any hour of the day, but if you wait until around 9 pm you may find sneaking past the man servant much easier. Unlock this door and enter through the basement.

Neither Gromm nor Baenlin leave the house, however they will move throughout the house and hours of the day. If you enter early in the day, and do not sneak while in the basement, Gromm may come down to investigate and inform you to leave the house immediately. Sneak through the basement and up into the main section of the house. Wait until Gromm is busy in the kitchen (across from the living room) or upstairs. Upstairs may prove to be trickier.

I have entered Baenlin's house. If I can access the second floor crawlspace and loosen the fastenings on the mounted head, between 8:00 PM and 11:00 PM, it will fall on Baenlin as he rests in his chair. If Baenlin dies any other way, or if Gromm is killed, I will lose my bonus.

Go immediately up the stairs. At the top of the stairs, go into the small bed room immediately to your right. To the right of the desk is a door with a peephole, activate it to open the crawlspace. You may choose to close this door behind you while in the crawlspace.

Wait until a time between 8pm and 11pm. Once again, I recommend that you wait to enter the house until this time, as you may get a message box telling you that you cannot wait while enemies are nearby. Once you are in the proper time frame, activate the fastenings to drop the head on Baenlin.

The mounted head has fallen on Baenlin, killing him as expected. I must return to the Sanctuary and speak with Vicente Valtieri to receive my reward.

Gromm may come running out with his weapon out after all the commotion. If he sees you, sneaking back out of the house will be difficult, so duck down by using sneak mode while in front of the hole where the fastenings once where. You may easily exit the house by sneaking back through the basement. You should return to the sanctuary to report your progress to Valtieri.

Valtieri is pleased with your results, and rewards you well. If you've completed the quest by staging the accident, you are rewarded the dagger Sufferthorn as your bonus. If you killed the inhabitants of the house any other way, you are rewarded only the gold. Either way, you've gained advancement.

Congratulations, you've advanced the rank of Slayer!

After quest note: If you return to Baenlin's house later, you will meet Caenlin, Baenlin's nephew. Caenlin offers you an interesting comment about his Uncle's death. Perhaps Caenlin was the Dark Brotherhood's client? Gromm, if he's still alive, can be found at Olav's Tap and Tack in Burma. He pitifully mourns the death of his former master.

No Rest for the Wicked
 
This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.

Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

Scheduled for Execution

Speak with Valtieri about your next contract, and you will learn that your next target is a Dark Elf named Valen Dreth. Valtieri tells you that Valen is a prisoner in the Imperial prison. You might remember him in fact, he's the dark elf that taunted you in the first few scenes of the game. Valtieri makes reference to your own prison escape, and recommends you use the secret tunnels from the sewer system to enter the prison. The gate has long since been locked, but Valtieri seems to have acquired a key. You will receive a bonus if you do not kill any of the prison guards.

I must break into the Imperial Prison and kill a Dark Elf prisoner named Valen Dreth. I will receive a special bonus if I manage not to kill any guards. I can enter the Imperial Prison through the connecting sewers, which can be accessed through a locked manhole just outside the prison walls. Vicente has provided me with a key.

Return to the gate you exited earlier in the game, and open it using Valtieri's key. Once inside, there is only one open path, which leads you in a different direction than your previous exit. Note: There are no guards in the sewers.

I have entered the sewers beneath the Imperial Prison. I must now proceed through the sewers and into the prison itself, and kill Valen Dreth.

Travel through to the second section of the sewer. You do not need to raise the gate via the mechanism on the wall, unless you wish to go exploring. You will need to unlock the iron gate across the sewer channel to the northeast. Here you will find a door, leading you to the third section of the sewers. This section is a round room. There are a few slaughterfish in the water, so be careful to stay on the path through the room. There's very little in this room, except for a body at the edge of a cistern. Use a lock pick on the manhole to enter The Sanctum. I recommend saving before entering.

Since the death of the Emperor, guards have been dispatched to patrol the lower reaches of the prison. Here in the Sanctum you will encounter the first four guards. Sneak forward until you hear the beginning of a conversation. Wait until you see one guard walk to the main area of the Sanctum and then slowly sneak after him. You may also choose to sneak down the path to the room where the Emperor died. Here you may find Captain Gepard Montrose's report on the investigation of the Emperor's assassination. You may also pickpocket Montrose for the keys to the Imperial Prison and Dreth's cell (Save before doing so!) Now make your way out to the main room of the Sanctum. The guard that walked away from the conversation will patrol the area in front of the main door out of the Sanctum. Sneak behind pillars (remember, your harder to detect if you stay in dark areas). Watch him until he walks away from the door, and then make your move towards the door. I recommend saving again.

There are two guards in the Imperial Subterrane. Stay behind pillars and in dark places to avoid them. Look for a door not far from the guard's table, and follow the paths up to your old cell. I recommend sneaking in all areas of the dungeon, and saving before traveling up the path to your old cell.

Once near the door, stop and listen to a guard and Dreth exchanging insults with one another. Once the conversation is finished, the guard makes his way up the stairs. Now is the time to fulfil your contract.

You've got several options to kill Dreth, as long as it's swift. You can assassinate Dreth with an arrow without unlocking the cell, as Telaendril suggested. If you've stolen the key for the cell, you may open it with this key. If not, the cell will open with a lock pick. No matter how you open the cell, you can kill Dreth with the weapon of your choice. Talking with Dreth before his death does not effect the outcome.

Valen Dreth is dead, and no guards have been killed. I must return to the Sanctuary and speak with Vicente Valtieri to receive my reward, as well as a bonus.

Once finished, you've got two options for exiting the prison. You may leave the way you came in, once more taking care to avoid the guards. Or, if you've take then key to the Imperial Prison, you may exit through the main entrance of the Prison, up the stairs to the right of Dreth's cell. Unlock the door with the Prison Key, and sneak past the two men sitting to the nearest door. NOTE: DO NOT exit this way if you have an existing bounty on your head. The guards in the prison courtyard will notice.

Return to Valtieri for your gold, and if you've succeeded in not killing any guards your bonus, the Scales of Pitiless Justice.

To Serve Sithis

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a quest from Vicente Valtieri.

Once you have spoken with Valtieri about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a quest from Vicente Valtieri.

The Assassinated Man

Speak with Valtieri about your next contract, and he will inform you that you are required to stage the assassination of a marked man. Valtieri instructs you to go to the city of Chorrol and break into the house of Francois Motierre. Valtieri gives you a specially poisoned knife, the Languorwine Blade. This knife has been treated with Languorwine. Valtieri also provides you with an antidote.

I must go to Chorrol, break into Francois Motierre's house, and then speak with him. Motierre requested we meet this way, so he is expecting me.

You may find Francois' house is near the main street circle, on the left side. There's no back door to break into, so carefully lock pick the lock on the front door. Inside, Francois is waiting for you by the door. Francois tells you about his debts to some money lenders, and why he contacted the Dark Brotherhood to stage the assassination before the enforcer, an argonian named Hides-His-Heart could.

Francois tells you that once you cut him with the knife, you must flee from Chorrol, and that Hides-His-Heart must not be killed. Note: If the Argonian dies for any reason, the quest fails. Francois instructs you to wait 24 hours, and then travel to the Chorrol Chapel Undercroft, there you may find his body and administer the antidote.

I must wait in Francois Motierre's house for the enforcer Hides-His-Heart to arrive. After this "confrontation," I am to slice Motierre once with the specially poisoned Languorwine Blade to stage his death. I must do this before Hides-His-Heart attacks Motierre!

Wait next to Francois in the main room. You will soon hear Hides-His-Heart outside the door. He will soon materialize in front of the door, and begin threatening Francois. When he sees you, Francois will begging his act, and Hides-His-Heart demands that you step aside. You must stab Francois at this point, or the quest will fail.

Motierre has been slashed with the Languorwine Blade and appears to have died from the wound, as expected. I must now flee from Chorrol, and leave Hides-His-Heart alive.

Hides-His-Heart will immediately pull his weapon, so head for the door immediately to avoid altercation. If you stay and wait, Hides-His-Heart may be killed by the city watch when the arrive. This will also cause the quest to fail. Make your way out of town.

I have fled Chorrol, and Hides-His-Heart has not been killed. I must now wait a day, so Motierre can be discovered and placed in the Chorrol Chapel Undercroft. There, I must find Motierre and administer the antidote that will revive him.

Come back the next day (Francois' body will be discovered soon after midnight and taken to the Chapel.) The Chapel Undercroft is just inside the chapel and down the stairs. You will find Francois' body at the southern corner of the bottom level. Activate Francois' body to administer the antidote.

I have administered the Languorwine antidote, and Francois Motierre has awakened from his poison-induced sleep. I should now speak with him and make sure he's well enough to travel to the Grey Mare.

Francois informs you that he's ready to travel on to the Grey Mare, where he can gain transportation out of Cyrodiil. However, Francois shares some information with you that he had previously forgotten. His ancestors have all been entombed in the Chorral Chapel Undercroft, and they feel that his resurrection was a violation. Several zombies will now appear in the tomb. One zombie is behind you, another one in the north wing of the undercroft, and the other in front of the exit door.

Motierre has been revived, but his ancestors have risen from the dead, angry at the desecration of their tomb! I must keep Motierre alive and escort him out of the Undercroft and to the Grey Mare, where he can arrange passage out of Cyrodiil.

You may choose to have Francois follow you and kill the zombies as you go, or you may choose to have Francois stay where he is while you fit them. Either way, make your way out of the Undercroft. You can make it through town to the Grey Mare without anyone noticing Francois in his alive state. The Grey Mare is a shack, located south of the chapel. Once inside, Francois will thank you for a job well done. Travel back to the Sanctuary to speak with Valtieri.

Motierre has escaped. I must now return to the Dark Brotherhood Sanctuary and speak with Vicente Valtieri to receive my reward.

Valtieri is pleased with your results, and gives you the amulet Cruelty's Heart as your reward. Valtieri also gives you a key to the well entrance and exit to the Sanctuary. You've also earned further advancement! Congratulations, you've earned the rank of Eliminator!

My Brother's Keeper

This "reminder" entry in your journal prompts you to speak with Valtieri about another contract:

I must accept a contract from Vicente Valtieri.

Next time you speak with Valtieri about contracts, you will learn that he no longer has work for you to do. You must now report to Ocheeva for contracts. Before you leave, Valtieri offers you the gift of vampirism. You do not need to accept at this time, and may come back later to make good on Valtieri's offer.

Vicente Valtieri has no more contracts for me. Instead, I must speak with Ocheeva here in the Sanctuary. She will provide my new assignments.

Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

Ocheeva has given me a new contract.

The Lonely Wanderer

Ocheeva informs you that you are to kill a High Elf named Faelian in the Imperial City. Ocheeva warns that you must kill him in a secure location with no witnesses. Discretion is important for this mission, as Captain Adamus Phillida is strongly against the Dark Brotherhood and all who practice it. Speak to the fellow guild members about this contract. Valtieri will suggest that you question any elves in the city, someone must know of Faelian.

I must go to the Imperial City, find a High Elf named Faelian, and kill him. If there are any witnesses to the killing, or if I eliminate him in any non-secure location, my reward will be greatly reduced. I should start my search by asking any Elves in the Imperial City if they've ever heard of Faelian.

Travel to the Imperial City and speak with elves about Faelian. You may need to bribe or persuade them to a disposition past 50 for them to speak with you about the issue.You are informed that Faelian's a rather "distasteful fellow" and lives at the Tiber Septim Hotel, in the Talos Plaza District.

Faelian lives at the Tiber Septim Hotel, in the Talos Plaza District of the Imperial City. I should ask the publican, Augustus Calidia, if she has any information. I can feel myself getting closer. But I must remember, I will forfeit my bonus if Faelian is killed in an unsecure location. The hotel simply will not do.

Speak with Augustus Calidia, the publican, to gain some background on Faelian:

Faelian was once a wealthy nobleman, but has squandered his fortune away on skooma. Faelian spends most of his time wandering the city looking for the drug, leaving his sweetheart Atraena at the Tiber Septim Hotel. Maybe Atraena has some more information. What I know for certain is that Faelian is very close to death, but I must not kill him in the hotel if I wish to get my bonus.

You may go upstairs and speak with Atraena about Faelian, although all she reveals if her disposition is under 50 is that she loves him and is rather heartbroken. If you speak with her with a disposition higher than 50 she will reveal to you Faelian's habits and locations, and you can go directly to Lorkmir's house and kill him. After gathering intelligence, wait outside the room and wait for Faelian to arrive around 8pm. You may try speaking with him in the hotel, but he will not wish to discuss "business" inside the hotel so near to Atraena.

Faelian leaves the hotel around 1am. Follow him into the city. Here you have several options. You may follow Faelian on his long walk and kill him in a secure location, or you may speak to Faelian and gain his trust. I suggest following Faelian's walk at least once before speak with him, it makes locating him later easier. Faelian's walk follows the following path:

  • From the Hotel Tiber Septim to the Temple District, where he is from 8pm to around 1am.
  • Through The Temple District to the City Isle Waterfront District
  • 2 an "Abandoned" Shack on the west side of town. Here he stays from 2am to 8 am.
  • To the Elven Garden's district, where he wanders until around 11am.
  • Lorkmir's house in the Elven Garden's district. he is here from 11am to 5 pm.

You may speak to Faelian at any time away from the hotel. He will tell you that if you bring him some skooma, you will be his "friend." You may bring him skooma to gain his trust. He tells you a man named Nordinor in Bravil sells skooma at night.

I met Faelian, and he wants me to supply him with skooma. If I do that, he may consider me a friend, making his elimination that much easier. Faelian mentioned that a man named Nordinor in Bravil sells skooma, late at night...

Nordinor is in the alley next to Silver Home on The Water. Speak with him to buy some skooma. If you do not wish to travel to Bravil, break into Trenus Duronius' house in the western Temple District. You may find 3 vials of skooma in an unlocked chest upstairs. Return to Faelian and offer him the skooma.

I have supplied Lorkmir with skooma, and gained some valuable information in return. Every day, from 11:00 in the morning until 5:00 at night, Faelian goes to Lorkmir's House, in the Elven Gardens District of the Imperial City. The house is deserted, so Faelian goes there to use his skooma. I could kill him there to avoid any witnesses. And, conveniently enough, he's even given me a key.

Lorkmir's house is located in the Elven Garden's District, on the central street in the western portion of the district. Use the key provided by Faelian to enter the house. Explore while you are here, and you will find Lorkmir's body in the basement. Did Faelian kill Lorkmir? Perhaps.

Kill Faelian by your method of choice while inside Lorkmir's place. Speaking with Faelian and taunting him before his death shows that he really has no idea that you're planning on killing him.

Faelian is dead. I killed him in Lorkmir's House, a secure location with no witnesses. I must now return to the Sanctuary and speak with Ocheeva and receive my reward and bonus.

Return to the Sanctuary and speak with Ocheeva. She is pleased by your results, and rewards you Shadowhunt, an enchanted bow as your bonus.

Enter the Eliminator
 
This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract:

I must accept a contract from Ocheeva.

Once you have spoken with Ocheeva about your next contract, your journal will say this and the entry will be marked finished:

I have accepted a contract from Ocheeva.

Daedric Quests
By: Korana

Coming soon.

Side-Quests
By: Valerias

Coming soon.

Vampires
By: Alienslof

Just as Morrowind had vampires, Oblivion also has them, and they are fully playable as well. As I almost always play vampire characters, this was of great interest to me. I find it hugely satisfying to slurp blood from innocents! There are several important differences between Morrowind's and Oblivion's vampires, which I will detail here. There are no vampire specific quests for them unlike Morrowind, apart from finding the cure, though there are various quests that involve vampires and vampire hunters in one form or another. This will deal mainly with the mechanics of being a vampire, and how to play as one and get the most out of it.

How to Become a Vampire

There are two ways to catch the disease 'Porphyric Hemophilia' (vampire disease):

  • Allow a vampire to beat on you, or kill the first one you see and keep accessing the inventory until you see the message that you've caught it.
  • After completing Vicente Valtieri's quests, he will offer you the 'Dark Gift'. This is the only time you can actually be bitten in your sleep. He will explain that all you need do is sleep, he pays you a visit and bites you. When you wake, you have the disease.

At this stage, it can be easily cured just like any other disease; by drinking a cure disease potion, using a spell, or even eating an ingredient with that ability. I found that eating mandrake cured it the first time. This doesn't prevent you catching it again, all it does is remove the disease before you turn.

It takes three days for the disease to turn into full vampirism, once you rest after this time, you will have a dream and wake as a vampire and can no longer use a cure potion to be rid of it.

Where to Find Them

The list has been updated:

  • Fort Hastrel – just north of Kvatch.
  • Fort Vlastarius – east of Skingrad.
  • Memorial Cave – east of the Arcane University. Part of the Virtuous Blood quest.
  • Crowhaven Castle – north-west of Anvil.
  • Fort Carmala – south of Chorrol and right next to Hackdirt.
  • Under Arena Bloodworks in the Imperial City.
  • Dark Brotherhood Sanctuary in Cheydinhal – player is given the offer of an embrace if doing the Dark Brotherhood quests.
  • Redwater Slough – East of Bravil, the head vampire's ashes are required for Vampirism Cure quest.

Once You're a Vampire

Once you've woken from that first dream, you are now a vampire, requiring to drink blood if you want to keep your looks and play out in the sun. All your other mortal requirements cease to matter, only the blood hunger drives you now. You can choose to go without, the longer you go without feeding, the more monstrous you become, losing your healthy appearance and the use of most services and shops. Then there's the sun damage problem, which hurts more as you become hungrier. On the plus side, you do get some very juicy bonuses, stronger, faster, with several new abilities to go with it. Basically, it's a trade-off - good bonuses go with bad weaknesses.

Even at this point, you can gain your looks back by feeding again, though you will lose all but the first level of bonuses by doing so. This allows you to use services and shops again, or explore out in the sun. I consider this the best compromise if you're doing a lot of outdoors work.

Stages of Vampirism

There are four stages of vampirism, each with additional bonuses and abilities, as well as weaknesses. These are detailed below:

  • Level 1 (25% Vampirism)
    • You have had your fill of blood within the last 26 hours.
    • Lesser Power: Hunter's Sight - can cast over and over and costs 5 magicka per cast. 30 second duration of Detect Life 100 ft and Night Eye on Self.

    • Sun Damage 0
    • Weakness to Fire 20%
    • Fortify Willpower 5
    • Fortify Speed 5
    • Fortify Strength 5
    • Fortify Sneak 5
    • Fortify Mysticism 5
    • Fortify Illusion 5
    • Fortify Hand to Hand 5
    • Fortify Destruction 5
    • Fortify Athletics 5
    • Fortify Acrobatics 5
    • Resist Disease 100
    • Resist Normal Weapons 5
    • Resist Paralysis 100

    At this stage, you can walk safely in the daylight with no pain. You look mortal enough (although my Khajiit's fur went paler and she got red eyes at this stage - doesn't seem to bother anyone!), and people will deal with you without penalty. This stage is also useful for anything that requires you to be out during the day, or for if you just wish to take in the sights and admire the landscapes. You can maintain this form by feeding once every 24 hours.

  • Level 2 (50% Vampirism)
    • You have not fed properly for around 26 hours. Occurs after resting.
    • Greater Power: Vampire Seduction - costs 0 Magicka, but can only be used once per day. 20 second duration of Charm 50 pts on Touch.

    • Sun Damage 1 per second.
    • Weakness to Fire 30%
    • Fortify Willpower 10
    • Fortify Speed 10
    • Fortify Strength 10
    • Fortify Sneak 10
    • Fortify Mysticism 10
    • Fortify Illusion 10
    • Fortify Hand to Hand 10
    • Fortify Destruction 10
    • Fortify Athletics 10
    • Fortify Acrobatics 10
    • Resist Disease 100
    • Resist Normal Weapons 10
    • Resist Paralysis 100

    At this point you are starting to look rather gaunt and ill, the disposition of NPC's towards you drops slightly, but they will still talk to you and provide services. You start to take sunlight damage, though this is controllable with a healing spell. Any constant effect restore health item will keep you 'alive'.

  • Level 3 (75% Vampirism)
    • You have not fed for 25 hours since gaining level 2. Occurs after resting.
    • Greater Power: Reign of Terror - costs 0 Magicka, cast once per day. 60 second duration of Silence 20 ft and Demoralize up to Level 6 on Touch.

    • Sun Damage 4 per second.
    • Weakness to Fire 40%
    • Fortify Willpower 15
    • Fortify Speed 15
    • Fortify Strength 15
    • Fortify Sneak 15
    • Fortify Mysticism 15
    • Fortify Illusion 15
    • Fortify Hand to Hand 15
    • Fortify Destruction 15
    • Fortify Athletics 15
    • Fortify Acrobatics 15
    • Resist Disease 100
    • Resist Normal Weapons 15
    • Resist Paralysis 100

    You are looking quite undead at this point, and NPC's will remark upon it in passing. You may need to employ the charm spell on people to get services from them, although any who like you should still deal with you. Click for an example of facial degradation.

  • Level 4 (100% Vampirism)
    • You have not fed for 25 hours since gaining Level 3. Occurs after resting.
    • Greater Power: Embrace of Shadows - costs 0 Magicka, use once per day. Night-Eye for 90 seconds on Self and Invisibility for 180 seconds on Self.

    • Sun Damage 8 per second.
    • Weakness to Fire 50%
    • Fortify Willpower 20
    • Fortify Speed 20
    • Fortify Strength 20
    • Fortify Sneak 20
    • Fortify Mysticism 20
    • Fortify Illusion 20
    • Fortify Hand to Hand 20
    • Fortify Destruction 20
    • Fortify Athletics 20
    • Fortify Acrobatics 20
    • Resist Disease 100
    • Resist Normal Weapons 20
    • Resist Paralysis 100

    At this point you are, as Vicente Valtieri puts it, a social pariah. No-one will offer you services unless they really like you, such as members of the same guild as you. Your face is a monstrosity and you sport the teeth of a predator. I found I could still talk to many NPC's like this, even though it was quite obvious that I was undead. Sun damage really hurts.

Click for an example of sun damage.

Feeding

This is a relatively simple process, but as with pick-pocketing, it runs the risk of you being caught. You can feed on any sleeping person, even multiple times, without killing them - I don't think the game actually lets you drain somebody dry. Feeding is only really necessary if you want to move around in daylight, and is at worst only a minor inconvenience.

To feed, simply walk up to any sleeping person and activate them. A window comes up asking you what you wish to do, feed or pick their pockets. Click on feed, and you see yourself leaning over your victim and chowing down.

(Thanks to Kallale, APY, Korana and Jason Nicholas for the extra info I used to compile this.)

Click for an example of feeding.

Vampirism Cure

Sick of the all blood-diet yet? Want to go back to sunbathing without a time limit? Well, there is a cure, but it has to be worked for. Whatever your reason for wanting mortality back, this is the quest that will acquire it for you.

To get things started, you need to talk to Raminus Polus at the Arcane University. He's usually found in the lobby of the University, so being a member of the Mages Guild isn't a requirement. Although he doesn't know of a cure specifically, he knows someone who might have more information when you ask him about 'Cure for Vampirism'. He then suggests you speak with the Count of Skingrad, Janus Hassildor. You won't be able to speak directly with the Count, so speak first to Hal-Liurz, and Argonian female, and she will go to fetch him for you.

Upon speaking to the Count, he tells the sad tale of how he and his wife became vampires, but she refused to accept what she had become and wouldn't feed to sustain herself.

Count Hassildor of Skingrad has asked me to find the cure for vampirism. I should look for a woman in the wilderness along the Corbolo River, east of the Imperial City and south of Cheydinhal.

See the Map section for a map with the quest locations marked.

The hut, known as Drakelowe, is high up in the hills and stands alone. Melisande the witch denies knowledge at first, but as you talk more with her, she relents and admits to knowing how to make a potion that cures vampirism completely. Of course, she wants a favor first...

I have found Melisande, who has offered to help me with a cure for vampirism. Once I have brought her 5 empty Grand Soul Gems, she will give me further instructions.

These can be bought from the Mages Guild or found in leveled loot in dungeons. Once you bring these back, she gives you the next request, which is for several ingredients in various quantities. Melisande doesn't care how you acquire the items.

6 cloves of garlic: this can be found in many houses all over Cyrodiil, and purchased from alchemists if you don't like stealing.

5 nightshade leaves: easily found growing wild south-east of Skingrad.

2 shoots of blood grass: this grows in abundance in Oblivion and around the Oblivion gates.

The blood of an Argonian – she gives you a special blade with which to acquire this.

Melisande has given me a special dagger, with which I am to collect the blood of an Argonian. I should find an Argonian and stab him with the dagger, and return it to Melisande.

It is not required that you kill the Argonian to get the blood, a single stab is enough. This might get you into a spot of bother, so either a degree of stealth is required, or simply pay the fine and walk away.

Additionally, she also requires the ashes of a powerful vampire, which means more traveling; quite a way south from her location.

Melisande requires the ashes of a powerful vampire to complete her cure. I should search the area near the North Panther River for Hindaril, a vampire who was imprisoned in an underground cavern many years ago.

Hindaril can be found in a cave by the name of Redwater Slough, marked on your map, and shares the area with several other assorted vampires, so care is required when venturing in. Hindaril himself is an unarmoured high elf and his vampire dust is named. Be sure to collect this. Once he's met with final death, return to Melisande with all these items and turn them in. She will require a short time in which to brew the potion.

Melisande has created a potion to cure vampirism. I have been given two doeses; one for myself and one that I need to take to Castle Skingrad. I should travel there and speak with Hal-Liurz.

Hal-Liurz leads you to a false wall and directs you inside a hidden area. Follow the passage down until you come upon the scene of the Count sitting beside his comatose wife, with Melisande the witch in attendance. She revives the Countess so she can drink her dose of the potion, which unfortunately results in her death. Don't be alarmed by this, it doesn't kill you by drinking it! You are then instructed to leave for a day or so, while he grieves for his wife. After this time, ask to see him again, and he will reward you with 1000 gold for your efforts.

You can keep the potion that's left and use it as and when you wish to. This is a once-only opportunity, and as far as I know, in the course of normal gameplay, you cannot become a vampire a second time. You can still catch the disease, but it won't develop into vampirism.

See the Cheats section for a cheat/glitch regarding this quest.

Map
By: Alienslof

From the game's original files, I managed to extract the untouched Oblivion map. It will be annotated with additional locations in the near future (the ones that in-game don't appear on the map automatically).

This untouched version can be viewed at Planet Elder Scrolls.

Also available is a map that belongs with the quest to cure vampirism. You can view the full image at Planet Elder Scrolls.

Items

This section contains various lists, detailing available in-game items with their stats. If you're looking for a way to get these items (weapons, alchemy, etc) in-game, check the Item Spawning section for more info. Warning: the info in that section is for PC users only.

Weapons
By: APY

This table is a list of all weapons and arrows that are available in-game. It lists the name, attack damage it does, the health, the maximum enchant value and the weight.
Please note that arrows have no health (since it's ammunition, not a weapon).

Full Name Attack Damage Max. Enchantment Health Value Weight
Akavari Sunderblade 15 3000 350 1500 18
Akavari Warblade 16 3000 240 2000 24
Akaviri Dai-Katana 16 0 240 150 24
Akaviri Katana 14 0 200 120 20
Akaviri Katana 14 0 200 0 20
Akaviri Warhammer Burden 20 800 400 430 57
Ancient Akaviri Katana 15 0 240 180 18
Apotheosis 0 3000 20 2200 10
Arrow of Blizzards 14 9 20 0.2
Arrow of Brilliance 12 22 8 0.1
Arrow of Burning 9 2 2 0.1
Arrow of Cleansing 5 32 3 0.1
Arrow of Cold 11 5 5 0.1
Arrow of Cowardice 9 13 2 0.1
Arrow of Discord 9 125 2 0.1
Arrow of Dispel 10 13 3 0.1
Arrow of Drain Magicka 10 36 3 0.1
Arrow of Embers 8 2 1 0.1
Arrow of Extrication 1 0 0 0.2
Arrow of Fatigue 9 4 2 0.1
Arrow of Fear 8 13 1 0.1
Arrow of Fire 13 30 12 0.1
Arrow of Flames 12 6 8 0.1
Arrow of Freezing 12 7 8 0.1
Arrow of Frost 8 3 1 0.1
Arrow of Harm 12 560 8 0.1
Arrow of Hexing 13 450 12 0.1
Arrow of Illumination 11 13 5 0.1
Arrow of Immolation 8 8 12 0.1
Arrow of Jinxing 10 4 3 0.1
Arrow of Jolts 9 4 2 0.1
Arrow of Light 8 2 1 0.1
Arrow of Lightning 14 10 20 0.2
Arrow of Misery 9 13 2 0.1
Arrow of Numbing 9 3 2 0.1
Arrow of Qualms 8 13 1 0.1
Arrow of Savage Frost 6 61 5 0.1
Arrow of Scorching 11 4 5 0.1
Arrow of Shocking 11 6 5 0.1
Arrow of Silence 11 61 5 0.1
Arrow of Sparks 8 4 1 0.1
Arrow of Stillness 12 250 8 0.1
Arrow of Storm Strike 9 10 20 0.2
Arrow of Storms 15 10 35 0.25
Arrow of Sunlight 13 30 12 0.1
Arrow of the Blaze 14 8 20 0.2
Arrow of the Dynamo 13 8 12 0.1
Arrow of the Glacier 13 7 12 0.1
Arrow of the Inferno 15 8 35 0.25
Arrow of the North Winds 7 250 8 0.1
Arrow of Voltage 12 8 8 0.1
Arrow of Winter 15 9 35 0.25
Arrow of Withering 5 32 3 0.1
Axe of Hazards 18 800 360 300 48
Axe of Icy Darkness 18 1200 432 710 32
Ayleid Long Sword 18 0 396 420 36
Ayleid Mace 18 0 396 380 31
Battle Axe of Absorption 22 1200 528 1050 62
Battle Axe of Beguilement 22 1200 528 1050 62
Battle Axe of Blizzards 24 1600 624 2100 69
Battle Axe of Cold 18 800 360 300 48
Battle Axe of Damnation 26 1600 728 3800 76
Battle Axe of Decay 18 800 360 300 48
Battle Axe of Deception 20 1200 440 580 55
Battle Axe of Depletion 16 800 288 125 41
Battle Axe of Diminishing 14 300 224 75 35
Battle Axe of Dispel 16 800 288 125 41
Battle Axe of Dissolution 20 1200 440 580 55
Battle Axe of Embers 12 300 168 35 27
Battle Axe of Enfeeblement 18 800 360 300 48
Battle Axe of Feeding 24 1600 624 2100 69
Battle Axe of Fire 22 1200 528 1050 62
Battle Axe of Flames 20 1200 440 580 55
Battle Axe of Freezing 20 1200 440 580 55
Battle Axe of Frost 12 300 168 35 27
Battle Axe of Jinxing 16 800 288 125 41
Battle Axe of Lightning 24 1600 624 2100 69
Battle Axe of Putrification 26 1600 728 3800 76
Battle Axe of Rending 24 1600 624 2100 69
Battle Axe of Sapping 16 800 288 125 41
Battle Axe of Scorching 18 800 360 300 48
Battle Axe of Shocking 18 800 360 300 48
Battle Axe of Siphoning 20 1200 440 580 55
Battle Axe of Soul Snares 24 1600 624 2100 69
Battle Axe of Soul Traps 18 800 360 300 48
Battle Axe of Souls 12 300 168 35 27
Battle Axe of Sparks 12 300 168 35 27
Battle Axe of Storms 26 1600 728 3800 76
Battle Axe of the Blaze 24 1600 624 2100 69
Battle Axe of the Dynamo 22 1200 528 1050 62
Battle Axe of the Glacier 22 1200 528 1050 62
Battle Axe of the Inferno 26 1600 728 3800 76
Battle Axe of Transmogrify 26 1600 728 3800 76
Battle Axe of Voltage 20 1200 440 580 55
Battle Axe of Weakness 20 1200 440 580 55
Battle Axe of Winter 26 1600 728 3800 76
Battleaxe of Hatred 10 3000 300 6200 40
Baurus's Akaviri Katana 15 0 240 0 18
Black Bow 10 0 200 70 8
Blackwater Blade 12 2000 220 45 24
Blackwater Blade 16 3500 350 200 32
Blackwater Blade 20 5000 510 840 40
Blackwater Blade 22 6250 615 1700 44
Blackwater Blade 24 8750 725 3100 48
Blackwater Blade 10 1000 170 20 20
Blade of Fiery Light 18 1200 396 420 36
Blade of Woe 7 0 400 20 1
Blade of Woe 7 2640 400 20 4
Blade of Woe 7 6510 400 20 4
Blade of Woe 7 10800 400 20 4
Blade of Woe 7 15930 400 20 4
Blade of Woe 7 21180 400 20 4
Blade of Woe 7 26790 400 20 4
Blade of Woe 7 32640 400 20 4
Blizzard Bow 14 1200 264 360 16
Boreal 22 1200 528 1150 50
Bound Axe 18 0 3500 0 0
Bound Bow 15 0 2800 0 0
Bound Dagger 13 0 2500 0 0
Bound Mace 22 0 4200 0 0
Bound Sword 29 0 3200 0 0
Bow of Blizzards 18 1600 364 1550 20
Bow of Burning 9 300 144 30 10
Bow of Cold 12 800 220 155 14
Bow of Curses 18 1600 364 1550 20
Bow of Despair 12 800 220 155 14
Bow of Embers 8 300 112 11 8
Bow of Fire 16 1200 312 735 18
Bow of Flames 14 1200 264 360 16
Bow of Freezing 14 1200 264 360 16
Bow of Frost 8 300 112 11 8
Bow of Gloom 14 1200 264 360 16
Bow of Harm 16 1200 312 735 18
Bow of Infernal Frost 8 200 100 7000 14
Bow of Infliction 18 3000 364 4000 20
Bow of Jolts 9 300 144 30 10
Bow of Lightning 18 1600 364 1550 20
Bow of Numbing 9 300 144 30 10
Bow of Quietus 18 1600 364 1550 20
Bow of Scorching 12 800 220 155 14
Bow of Shocking 12 800 220 155 14
Bow of Silence 16 1200 312 735 18
Bow of Sparks 8 300 112 11 8
Bow of Storms 20 1600 420 3200 22
Bow of the Blaze 18 1600 364 1550 20
Bow of the Dynamo 16 1200 312 735 18
Bow of the Glacier 16 1200 312 735 18
Bow of the Inferno 20 1600 420 3200 22
Bow of Voltage 14 1200 264 360 16
Bow of Weariness 12 800 220 155 14
Bow of Winter 20 1600 420 3200 22
Broken Sword 0 0 0 2 28
Brother of Nab 10 100 500 1000 20
Brusef Amelion's Sword 14 500 250 125 28
Burden of Agnosticism 12 450 100 40 43
Burden of Anger 12 620 100 40 43
Burden of Arrogance 12 620 100 40 43
Burden of Flesh 12 1310 100 40 43
Burden of Secrecy 12 620 100 40 43
Burden of Sin 12 450 100 40 43
Burz's Glass Mace 14 0 180 75 35
Burz's Glass Mace 17 0 460 150 35
Burz's Glass Mace 20 0 460 750 35
Caelia's Steel Longsword 12 0 192 45 24
Calliben's Grim Retort 18 6160 396 380 31
Captain Kordan's Saber 15 3000 180 2500 25
Ceremonial Dagger 7 0 400 20 4
Chillrend 7 640 120 10 8
Chillrend 9 1280 175 25 10
Chillrend 13 1920 295 145 14
Chillrend 17 2480 450 670 18
Chillrend 19 3200 525 1400 20
Chillrend 21 4160 615 2900 22
Claymore of Blizzards 24 1600 624 2200 56
Claymore of Brittleness 20 1200 440 600 44
Claymore of Burning 14 300 224 80 26
Claymore of Cold 18 800 360 310 38
Claymore of Depletion 16 800 288 130 38
Claymore of Depletion 20 1200 440 600 44
Claymore of Disintegration 26 1600 728 4000 62
Claymore of Dispel 16 800 288 130 38
Claymore of Embers 12 300 168 40 22
Claymore of Fire 22 1200 528 1150 50
Claymore of Flames 20 1200 440 600 44
Claymore of Fracturing 22 1200 528 1150 50
Claymore of Fragments 18 800 360 310 38
Claymore of Freezing 20 1200 440 600 44
Claymore of Frost 12 300 168 40 22
Claymore of Jinxing 16 800 288 130 38
Claymore of Jolts 14 300 224 80 26
Claymore of Lightning 24 1600 624 2200 56
Claymore of Numbing 14 300 224 80 26
Claymore of Pain 18 800 360 310 38
Claymore of Sapping 16 800 288 130 38
Claymore of Scorching 18 800 360 310 38
Claymore of Shattering 24 1600 624 2200 56
Claymore of Shocking 18 800 360 310 38
Claymore of Sparks 12 300 168 40 22
Claymore of Storms 26 1600 728 4000 62
Claymore of the Blaze 24 1600 624 2200 56
Claymore of the Dynamo 22 1200 528 1150 50
Claymore of the Glacier 22 1200 528 1150 50
Claymore of the Inferno 26 1600 728 4000 62
Claymore of Voltage 20 1200 440 600 44
Claymore of Weariness 12 300 168 40 22
Claymore of Winter 26 1600 728 4000 62
Club 7 0 70 3 8
Club 7 0 70 3 8
Cursed Mace 10 0 4200 320 43
Daedric Arrow 15 0 35 0.25
Daedric Battle Axe 26 0 728 3800 76
Daedric Bow 20 0 420 3200 22
Daedric Bow 20 0 420 3200 22
Daedric Claymore 26 0 728 4000 62
Daedric Dagger 19 0 532 2700 10
Daedric Longsword 24 0 672 3100 48
Daedric Longsword 24 0 672 3100 48
Daedric Mace 24 0 672 3200 43
Daedric Shortsword 21 0 588 2900 22
Daedric War Axe 22 0 616 3100 40
Daedric Warhammer 28 0 784 5000 93
Dagger of Absorption 15 1200 360 570 8
Dagger of Blizzards 17 1600 442 1250 9
Dagger of Brittleness 13 1200 286 260 7
Dagger of Burning 7 300 112 20 4
Dagger of Cold 11 800 220 110 6
Dagger of Depletion 9 800 162 40 5
Dagger of Depletion 13 1200 286 260 7
Dagger of Diminishing 7 300 112 20 4
Dagger of Discipline 9 300 70 0 5
Dagger of Disintegration 19 1600 532 2700 10
Dagger of Dispel 9 800 162 40 5
Dagger of Embers 5 300 360 6 3
Dagger of Enfeeblement 11 800 220 110 6
Dagger of Fire 15 1200 360 570 8
Dagger of Flames 13 1200 286 260 7
Dagger of Fracturing 15 1200 360 570 8
Dagger of Fragments 11 800 220 110 6
Dagger of Freezing 13 1200 286 260 7
Dagger of Frost 5 300 360 6 3
Dagger of Jinxing 9 800 162 40 5
Dagger of Jolts 7 300 112 20 4
Dagger of Lightning 17 1600 442 1250 9
Dagger of Numbing 7 300 112 20 4
Dagger of Pacification 5 800 360 6 3
Dagger of Pain 11 800 220 110 6
Dagger of Paralysis 19 1600 532 2700 10
Dagger of Sapping 9 800 162 40 5
Dagger of Scorching 11 800 220 110 6
Dagger of Shattering 17 1600 442 1250 9
Dagger of Shocking 11 800 220 110 6
Dagger of Sparks 5 300 360 6 3
Dagger of Storms 19 1600 532 2700 10
Dagger of the Blaze 17 1600 442 1250 9
Dagger of the Dynamo 15 1200 360 570 8
Dagger of the Glacier 15 1200 360 570 8
Dagger of the Inferno 19 1600 532 2700 10
Dagger of Voltage 13 1200 286 260 7
Dagger of Weakness 13 1200 286 260 7
Dagger of Weariness 5 300 360 6 3
Dagger of Winter 19 1600 532 2700 10
Dalvilu Cermonial Dagger 7 0 400 20 4
Debaser 13 2400 250 90 22
Debaser 16 3600 350 200 32
Debaser 20 4800 510 840 40
Debaser 22 6000 605 1700 44
Debaser 24 7200 705 3100 48
Debaser 11 1200 180 40 18
Defiler 12 800 216 60 20
Destarine's Cleaver 15 3000 350 2400 26
Dragon's Bow 14 1200 264 360 16
Dremora Barbed Arrow 12 0 4 2
Dremora Bow 10 0 80 28 22
Dremora Broadhead Arrow 10 0 2 1.5
Dremora Claymore 22 0 340 575 62
Dremora Field Arrow 8 0 1 1
Dremora Heavy Bow 14 0 240 180 22
Dremora Light Bow 8 0 60 6 22
Dremora Longsword 16 0 150 100 48
Dremora Mace 12 0 100 40 43
Dwarven Arrow 11 0 5 0.15
Dwarven Battle Axe 18 0 360 300 48
Dwarven Bow 12 0 220 155 14
Dwarven Bow 12 0 220 155 14
Dwarven Bow Replica 1 0 1 0 14
Dwarven Claymore 18 0 360 310 38
Dwarven Claymore 18 0 360 310 38
Dwarven Claymore Replica 1 0 1 0 38
Dwarven Dagger 11 0 220 110 6
Dwarven Longsword 16 0 320 200 32
Dwarven Longsword 16 0 320 200 32
Dwarven Mace 16 0 320 180 27
Dwarven Shortsword 13 0 260 145 14
Dwarven War Axe 14 0 280 165 24
Dwarven War Axe Replica 1 0 1 0 24
Dwarven Warhammer 20 0 400 430 57
Ebony Arrow 14 0 20 0.2
Ebony Battle Axe 24 0 624 2100 69
Ebony Blade 23 3700 800 5000 46
Ebony Bow 18 0 364 1550 20
Ebony Bow 18 0 364 1550 20
Ebony Claymore 24 0 624 2200 56
Ebony Dagger 17 0 442 1250 9
Ebony Dagger Replica 1 0 1 0 9
Ebony Longsword 22 0 572 1700 44
Ebony Longsword 22 0 572 1700 44
Ebony Mace 22 0 572 1500 39
Ebony Mace 22 0 572 1500 39
Ebony Mace Replica 1 0 1 0 39
Ebony Shortsword 19 0 494 1400 20
Ebony Shortsword Replica 1 0 1 0 20
Ebony War Axe 20 0 520 1450 36
Ebony War Axe 20 0 520 1450 36
Ebony Warhammer 26 0 676 2800 84
Ebony Warhammer Replica 1 0 1 0 84
Elven Arrow 12 0 8 0.1
Elven Battle Axe 20 0 440 580 55
Elven Bow 14 0 264 360 16
Elven Bow 14 0 264 360 16
Elven Claymore 20 0 440 600 44
Elven Dagger 13 0 286 260 7
Elven Long Sword 18 0 396 420 36
Elven Long Sword 18 0 396 420 36
Elven Mace 18 0 396 380 31
Elven Shortsword 15 0 330 320 16
Elven Shortsword Replica 1 0 1 0 16
Elven War Axe 16 0 352 345 28
Elven Warhammer 22 0 484 800 66
Enchanted Dagger 9 10 350 40 5
Essence of Regret 16 120 150 100 48
Fine Iron Battle Axe 13 0 185 70 24.3
Fine Iron Bow 9 0 123 22 7.2
Fine Iron Claymore 13 0 185 80 19.8
Fine Iron Dagger 6 0 77 12 2.7
Fine Iron Longsword 11 0 154 40 18
Fine Iron Mace 11 0 154 34 13.5
Fine Iron Shortsword 8 0 108 20 7.2
Fine Iron War Axe 9 0 123 26 10.8
Fine Iron Warhammer 15 0 216 120 27
Fine Steel Battle Axe 15 0 246 150 30.6
Fine Steel Bow 10 0 158 60 9
Fine Steel Claymore 15 0 246 160 23.4
Fine Steel Dagger 8 0 123 40 3.5
Fine Steel Longsword 13 0 211 90 21.6
Fine Steel Mace 13 0 211 80 17.1
Fine Steel Shortsword 10 0 158 50 9
Fine Steel War Axe 11 0 176 70 14.4
Fine Steel Warhammer 17 0 282 250 35.1
Flare Arrow 9 8 2 0.1
Frostwyrm Bow 15 500 300 500 14
Ghost Axe 12 800 216 60 20
Gift of Flame 12 50 100 40 43
Gladiator's Sword 13 3600 211 90 22
Glass Arrow 13 0 12 0.1
Glass Battle Axe 22 0 528 1050 62
Glass Battle Axe Replica 1 0 1 0 62
Glass Bow 16 0 312 735 18
Glass Bow 16 0 312 735 18
Glass Claymore 22 0 528 1150 50
Glass Dagger 15 0 360 570 8
Glass Dagger Replica 1 0 1 0 8
Glass Longsword 20 0 480 840 40
Glass Longsword 20 0 480 840 40
Glass Longsword Replica 1 0 1 0 40
Glass Mace 20 0 480 750 35
Glass Shortsword 17 0 408 670 18
Glass Shortsword Replica 1 0 1 0 18
Glass War Axe 18 0 432 710 32
Glass Warhammer 24 0 576 1500 75
Glass Warhammer 24 0 576 1500 75
Glenroy's Akaviri Katana 18 0 240 0 18
Goblin Shaman Staff 0 150 20 125 10
Goblin Totem Staff 0 3000 20 6550 10
Goldbrand 25 3000 900 5400 52
Greater Staff of Anarchy 0 1200 100 100 10
Greater Staff of Apathy 0 1600 100 100 10
Greater Staff of Blundering 0 1600 100 100 10
Greater Staff of Burden 0 3200 100 100 10
Greater Staff of Calm 0 1600 100 100 10
Greater Staff of Catastrophe 0 1600 100 100 10
Greater Staff of Charm 0 1600 100 100 10
Greater Staff of Confusion 0 1600 100 100 10
Greater Staff of Corrosion 0 1600 100 100 10
Greater Staff of Demoralize 0 1600 100 100 10
Greater Staff of Dispel 0 3200 100 100 10
Greater Staff of Domination 0 1600 100 100 10
Greater Staff of Fatigue 0 2800 100 100 10
Greater Staff of Feeblemind 0 1600 100 100 10
Greater Staff of Fire 0 3200 100 100 10
Greater Staff of Fireball 0 3200 100 100 10
Greater Staff of Fragility 0 1200 100 100 10
Greater Staff of Frailty 0 1600 100 100 10
Greater Staff of Frost 0 3200 100 100 10
Greater Staff of Ice Storm 0 3200 100 100 10
Greater Staff of Lethargy 0 1200 100 100 10
Greater Staff of Light 0 3200 100 100 10
Greater Staff of Lightning 0 3200 100 100 10
Greater Staff of Open 0 1600 100 100 10
Greater Staff of Ruin 0 1600 100 100 10
Greater Staff of Severing 0 450 100 100 10
Greater Staff of Sickness 0 3200 100 100 10
Greater Staff of Silence 0 1600 100 100 10
Greater Staff of Stopping 0 2800 100 100 10
Greater Staff of Storms 0 3200 100 100 10
Greater Staff of Sundering 0 1200 100 100 10
Greater Staff of Taming 0 1600 100 100 10
Greater Staff of Telekinesis 0 3200 100 100 10
Greater Staff of the Dazed 0 1200 100 100 10
Greater Staff of the Doomed 0 1200 100 100 10
Greater Staff of the Grave 0 3200 100 100 10
Greater Staff of the Oaf 0 1200 100 100 10
Greater Staff of the Pariah 0 1600 100 100 10
Greater Staff of the Plague 0 1200 100 100 10
Greater Staff of the Weary 0 1600 100 100 10
Greater Staff of Weakness 0 1600 100 100 10
Hatreds Heart 14 1200 252 125 28
Hatreds Heart 16 2400 320 200 32
Hatreds Heart 18 3200 396 420 36
Hatreds Heart 20 3600 480 840 40
Hatreds Heart 22 4200 572 1700 44
Hatreds Heart 24 4800 672 3100 48
Hatreds Soul 15 1200 300 125 12
Hatreds Soul 16 2400 320 200 12
Hatreds Soul 18 3200 400 420 12
Hatreds Soul 20 3600 500 840 12
Hatreds Soul 22 4200 572 1700 12
Hatreds Soul 24 4800 600 3100 12
Hatreds Soul Arrow 20 100 80 0.2
Heat of Sinfulness 16 700 150 100 48
Honorblade of Chorrol 23 0 610 1000 44
Hrormir's Icestaff 3 1000 30 800 12
Hrormir's Icestaff 3 1000 30 800 12
Immolator 20 1200 440 600 44
Iron Arrow 8 0 1 0.1
Iron Battle Axe 12 0 168 35 27
Iron Bow 8 0 112 11 8
Iron Bow 8 0 112 11 8
Iron Claymore 12 0 168 40 22
Iron Dagger 5 0 70 6 3
Iron Longsword 10 0 140 20 20
Iron Longsword 10 0 140 20 20
Iron Mace 10 0 140 17 15
Iron Shortsword 7 0 98 10 8
Iron War Axe 8 0 112 13 12
Iron War Axe 8 0 112 13 12
Iron Warhammer 14 0 196 60 30
Languorwine Blade 2 0 500 5 5
Lesser Staff of Anarchy 0 450 100 100 10
Lesser Staff of Apathy 0 800 100 100 10
Lesser Staff of Blundering 0 800 100 100 10
Lesser Staff of Burden 0 1200 100 100 10
Lesser Staff of Calm 0 600 100 100 10
Lesser Staff of Catastrophe 0 800 100 100 10
Lesser Staff of Charm 0 800 100 100 10
Lesser Staff of Confusion 0 800 100 100 10
Lesser Staff of Corrosion 0 800 100 100 10
Lesser Staff of Demoralize 0 600 100 100 10
Lesser Staff of Dispel 0 1200 100 100 10
Lesser Staff of Domination 0 800 100 100 10
Lesser Staff of Fatigue 0 600 100 100 10
Lesser Staff of Feeblemind 0 800 100 100 10
Lesser Staff of Fire 0 1200 100 100 10
Lesser Staff of Fireball 0 1200 100 100 10
Lesser Staff of Fragility 0 450 100 100 10
Lesser Staff of Frailty 0 800 100 100 10
Lesser Staff of Frost 0 1200 100 100 10
Lesser Staff of Ice Storm 0 1200 100 100 10
Lesser Staff of Lethargy 0 450 100 100 10
Lesser Staff of Light 0 1200 100 100 10
Lesser Staff of Lightning 0 1200 100 100 10
Lesser Staff of Open 0 800 100 100 10
Lesser Staff of Ruin 0 800 100 100 10
Lesser Staff of Severing 0 450 100 100 10
Lesser Staff of Sickness 0 1200 100 100 10
Lesser Staff of Silence 0 800 100 100 10
Lesser Staff of Stopping 0 1200 100 100 10
Lesser Staff of Storms 0 1200 100 100 10
Lesser Staff of Sundering 0 450 100 100 10
Lesser Staff of Taming 0 800 100 100 10
Lesser Staff of Telekinesis 0 1200 100 100 10
Lesser Staff of the Dazed 0 450 100 100 10
Lesser Staff of the Doomed 0 450 100 100 10
Lesser Staff of the Grave 0 1200 100 100 10
Lesser Staff of the Oaf 0 450 100 100 10
Lesser Staff of the Pariah 0 800 100 100 10
Lesser Staff of the Plague 0 450 100 100 10
Lesser Staff of the Weary 0 450 100 100 10
Lesser Staff of Weakness 0 800 100 100 10
Long Sword of Brittleness 18 1200 396 420 36
Long Sword of Depletion 18 1200 396 420 36
Long Sword of Flames 18 1200 396 420 36
Long Sword of Freezing 18 1200 396 420 36
Long Sword of Voltage 18 1200 396 420 36
Longsword of Absorption 20 1200 480 840 40
Longsword of Blizzards 22 1600 572 1700 44
Longsword of Burning 12 300 192 45 24
Longsword of Cold 16 800 320 200 32
Longsword of Depletion 14 800 252 80 28
Longsword of Diminishing 12 300 192 45 24
Longsword of Disintegration 24 1600 672 3100 48
Longsword of Dispel 14 800 252 80 28
Longsword of Embers 10 300 140 20 20
Longsword of Enfeeblement 16 800 320 200 32
Longsword of Fire 20 1200 480 840 40
Longsword of Fracturing 20 1200 480 840 40
Longsword of Fragments 16 800 320 200 32
Longsword of Frost 14 800 160 80 28
Longsword of Frost 10 300 140 20 20
Longsword of Jinxing 14 800 252 80 28
Longsword of Jolts 12 300 192 45 24
Longsword of Lightning 22 1600 572 1700 44
Longsword of Numbing 12 300 192 45 24
Longsword of Pain 16 800 320 200 32
Longsword of Sapping 14 800 252 80 28
Longsword of Scorching 16 800 320 200 32
Longsword of Shattering 22 1600 572 1700 44
Longsword of Shocking 16 800 320 200 32
Longsword of Sparks 10 300 140 20 20
Longsword of Storms 24 1600 672 3100 48
Longsword of the Blaze 22 1600 572 1700 44
Longsword of the Dynamo 20 1200 480 840 40
Longsword of the Glacier 20 1200 480 840 40
Longsword of the Inferno 24 1600 672 3100 48
Longsword of Weakness 18 1200 396 420 36
Longsword of Weariness 10 300 140 20 20
Longsword of Winter 24 1600 672 3100 48
Mace of Abeyance 20 1200 480 750 35
Mace of Absorption 20 1200 480 750 35
Mace of Aversion 16 800 320 180 27
Mace of Blizzards 22 1600 572 1500 39
Mace of Burden 16 800 320 180 27
Mace of Burning 12 300 192 40 19
Mace of Cold 16 800 320 180 27
Mace of Deadweight 24 1600 672 3200 43
Mace of Decay 26 800 320 180 57
Mace of Depletion 14 800 252 70 23
Mace of Diminishing 12 300 192 40 19
Mace of Dispel 14 800 252 70 23
Mace of Dissolution 18 1200 396 380 31
Mace of Doom 10 50000 3000 120 5
Mace of Embers 10 300 140 17 15
Mace of Encumbrance 20 1200 480 750 35
Mace of Enfeeblement 16 800 320 180 27
Mace of Excess 22 1600 572 1500 39
Mace of Feeding 22 1600 572 1500 39
Mace of Fire 20 1200 480 750 35
Mace of Flames 18 1200 396 380 31
Mace of Fracturing 20 1200 480 750 35
Mace of Freezing 18 1200 396 380 31
Mace of Frost 10 300 140 17 15
Mace of Holy Light 24 1600 672 3200 43
Mace of Jinxing 14 800 252 70 23
Mace of Jolts 12 300 192 40 19
Mace of Legion 10 800 140 17 15
Mace of Lightning 22 1600 572 1500 39
Mace of Molag Bal 25 2200 1500 4000 45
Mace of Numbing 12 300 192 40 19
Mace of Overload 18 1200 396 380 31
Mace of Putrification 24 1600 672 3200 43
Mace of Rending 22 1600 572 1500 39
Mace of Repelling 10 300 140 17 15
Mace of Sapping 14 800 252 70 23
Mace of Scorching 16 800 320 180 27
Mace of Shocking 16 800 320 180 27
Mace of Siphoning 18 1200 396 380 31
Mace of Sparks 10 300 140 17 15
Mace of Storms 24 1600 672 3200 43
Mace of Strain 12 300 192 40 19
Mace of the Blaze 22 1600 572 1500 39
Mace of the Dynamo 20 1200 480 750 35
Mace of the Glacier 20 1200 480 750 35
Mace of the Inferno 24 1600 672 3200 43
Mace of the Undead 22 1600 572 1500 39
Mace of Transmogrify 24 1600 672 3200 43
Mace of Turning 18 1200 396 380 31
Mace of Voltage 18 1200 396 380 31
Mace of Warding 12 300 192 40 19
Mace of Weakness 18 1200 396 380 31
Mace of Weight 10 300 140 17 15
Mace of Winter 24 1600 672 3200 43
Magebane Arrow 10 100 35 0.25
Mage's Mace 18 1200 396 380 31
Mages Staff 0 350 100 50 10
Mage's Staff of Charm 10 360 100 10 10
Mage's Staff of Charm 10 1080 100 10 10
Mage's Staff of Charm 10 1840 100 10 10
Mage's Staff of Charm 10 200 100 10 10
Mage's Staff of Dispel 10 560 100 10 10
Mage's Staff of Dispel 10 1640 100 10 10
Mage's Staff of Dispel 10 2400 100 10 10
Mage's Staff of Dispel 10 400 100 10 10
Mage's Staff of Fire 10 800 100 10 10
Mage's Staff of Fire 10 1600 100 10 10
Mage's Staff of Fire 10 2400 100 10 10
Mage's Staff of Fire 10 3200 100 10 10
Mage's Staff of Frost 10 1600 100 10 10
Mage's Staff of Frost 10 2400 100 10 10
Mage's Staff of Frost 10 3200 100 10 10
Mage's Staff of Frost 10 800 100 10 10
Mage's Staff of Paralysis 10 2000 100 10 10
Mage's Staff of Paralysis 10 6000 100 10 10
Mage's Staff of Paralysis 10 8000 100 10 10
Mage's Staff of Paralysis 10 4000 100 10 10
Mage's Staff of Shock 10 1600 100 10 10
Mage's Staff of Shock 10 2400 100 10 10
Mage's Staff of Shock 10 3200 100 10 10
Mage's Staff of Shock 10 800 100 10 10
Mage's Staff of Silence 10 1800 100 10 10
Mage's Staff of Silence 10 3600 100 10 10
Mage's Staff of Silence 10 5400 100 10 10
Mage's Staff of Silence 10 720 100 10 10
Mage's Staff of Soul Trap 10 3600 100 10 10
Mage's Staff of Soul Trap 10 5400 100 10 10
Mage's Staff of Soul Trap 10 7200 100 10 10
Mage's Staff of Soul Trap 10 1800 100 10 10
Mage's Staff of Telekinesis 10 3400 100 10 10
Mage's Staff of Telekinesis 10 6600 100 10 10
Mage's Staff of Telekinesis 10 9880 100 10 10
Mage's Staff of Telekinesis 10 1360 100 10 10
Mankar Camoran's Staff 3 1000 200 100 12
Mankar Camoran's Staff 3 2000 200 100 12
Mankar Camoran's Staff 3 3000 200 100 12
Mankar Camoran's Staff 3 5000 200 100 12
Mishaxhi's Cleaver 16 3000 240 150 24
Mishaxhi's Cleaver 16 500 240 150 24
Mishaxhi's Cleaver 16 1000 240 150 24
Mishaxhi's Cleaver 16 2000 240 150 24
Naked Axe 18 1600 360 300 48
Nearness of Evil 12 170 100 40 43
Northwind 15 1000 240 180 18
Northwind 15 2000 240 180 18
Northwind 15 3000 240 180 18
Northwind 15 500 240 180 18
Oblivion's Caress 16 230 150 100 48
Oblivion's Embrace 22 710 340 575 62
Penance of Animosity 16 400 150 100 48
Penance of Deception 16 620 150 100 48
Penance of Faithlessness 16 1220 150 100 48
Penance of Hatred 16 620 150 100 48
Penance of Larceny 16 620 150 100 48
Penance of Pride 16 620 150 100 48
Perdition's Wrath 18 500 400 3000 40
Pounder 20 800 400 430 57
Purging Flame 16 140 150 100 48
Quality Battle Axe Ember 14 300 224 75 35
Quality Battle Axe Shiver 14 300 224 75 35
Quality Battle Axe Soul Trap 14 300 224 75 35
Quality Battle Axe Spark 14 300 224 75 35
Quintessence of Remorse 22 950 340 575 62
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Redwave 11 500 850 40 25
Renault's Akaviri Katana 15 0 240 0 18
Retaliation of Blood 22 80 340 575 62
Retaliation of Spirit 22 110 340 575 62
Retribution of Aggression 22 140 340 575 62
Retribution of Cowardness 22 2120 340 575 62
Retribution of Hubris 22 140 340 575 62
Retribution of Hypocrisy 22 140 340 575 62
Retribution of Rapacity 22 140 340 575 62
Retribution of Treachery 22 3060 340 575 62
Revealer of Iniquity 12 1310 100 40 43
Rockshatter 20 1920 480 750 35
Rockshatter 10 540 140 17 15
Rockshatter 13 1020 211 80 17
Rockshatter 16 1500 320 180 27
Rockshatter 20 1920 480 750 35
Rockshatter 22 2520 572 1500 39
Rockshatter 24 3240 672 3200 43
Rockshatter 10 540 140 17 15
Rockshatter 13 1020 211 80 17
Rockshatter 16 1500 320 180 27
Rockshatter 22 2520 572 1500 39
Rockshatter 24 3240 672 3200 43
Rohssan's Antique Cutlass 10 0 40 90 25
Rose of Sithis 9 0 2 0.1
Rugdumph's Sword 14 1500 700 125 28
Ruined Akaviri Katana 8 0 100 3 20
Ruma's Staff 10 2000 100 100 10
Rusty Iron Bow 8 0 90 10 8
Rusty Iron Dagger 5 0 60 5 3
Rusty Iron Dagger 3 0 35 2 3
Rusty Iron Mace 7 0 70 6 15
Rusty Iron Shortsword 5 0 56 3 8
Rusty Iron War Axe 5 0 56 4 12
Sanguine Rose 10 3000 100 10 10
Shadowhunt 10 100 100 50 8
Shadowhunt 10 450 100 50 8
Shadowhunt 10 850 100 50 8
Shadowhunt 10 1650 100 50 8
Shadowhunt 10 3400 100 50 8
Shadowhunt 10 6700 100 50 8
Shadowhunt 10 9000 100 50 8
Sharpened Cutlass 11 0 192 40 25
Shimmerstrike 9 200 500 31 5
Shortsword of Absorption 17 1200 408 670 18
Shortsword of Blizzards 19 1600 494 1400 20
Shortsword of Brittleness 15 1200 330 320 16
Shortsword of Burning 9 300 144 25 10
Shortsword of Cold 13 800 260 145 14
Shortsword of Depletion 11 800 198 50 12
Shortsword of Depletion 15 1200 330 320 16
Shortsword of Diminishing 9 300 144 25 10
Shortsword of Disintegration 21 1600 588 2900 22
Shortsword of Dispel 11 800 198 50 12
Shortsword of Embers 7 300 98 10 8
Shortsword of Enfeeblement 13 800 260 145 14
Shortsword of Fire 17 1200 408 670 18
Shortsword of Flames 15 1200 330 320 16
Shortsword of Fracturing 17 1200 408 670 18
Shortsword of Fragments 13 800 260 145 14
Shortsword of Freezing 15 1200 330 320 16
Shortsword of Frost 7 300 98 10 8
Shortsword of Jinxing 11 800 198 50 12
Shortsword of Jolts 9 300 144 25 10
Shortsword of Lightning 19 1600 494 1400 20
Shortsword of Numbing 9 300 144 25 10
Shortsword of Pain 13 800 260 145 14
Shortsword of Paralysis 19 800 494 1400 20
Shortsword of Sapping 11 800 198 50 12
Shortsword of Scorching 13 800 260 145 14
Shortsword of Shattering 19 1600 494 1400 20
Shortsword of Shocking 13 800 260 145 14
Shortsword of Sparks 7 300 98 10 8
Shortsword of Storms 21 1600 588 2900 22
Shortsword of the Blaze 19 1600 494 1400 20
Shortsword of the Dynamo 17 1200 408 670 18
Shortsword of the Fang 11 800 198 50 12
Shortsword of the Glacier 17 1200 408 670 18
Shortsword of the Inferno 21 1600 588 2900 22
Shortsword of Voltage 15 1200 330 320 16
Shortsword of Weakness 15 1200 330 320 16
Shortsword of Weariness 7 300 98 10 8
Shortsword of Winter 21 1600 588 2900 22
Silver Arrow 10 0 3 0.1
Silver BattleAxe 16 0 288 125 41
Silver BattleAxe 16 0 342 125 41
Silver Bow 10 0 180 55 12
Silver Bow 10 0 180 55 12
Silver Claymore 16 0 288 130 38
Silver Dagger 9 0 162 40 5
Silver Longsword 14 0 252 125 28
Silver Longsword 14 0 252 125 28
Silver Mace 14 0 252 70 23
Silver Mace 14 0 252 70 23
Silver Shortsword 11 0 198 50 12
Silver Shortsword 11 0 198 50 12
Silver War Axe 12 0 216 60 20
Silver Warhammer 18 0 324 200 48
Sinweaver 21 360 500 1000 55
Skull of Corruption 10 3000 100 10 10
Spellbreaker 14 0 700 125 28
Staff 0 0 20 20 10
Staff of Anarchy 0 800 100 100 10
Staff of Apathy 0 1200 100 100 10
Staff of Banishment 0 4400 100 100 10
Staff of Blundering 0 1200 100 100 10
Staff of Burden 0 1900 100 100 10
Staff of Calm 0 1600 100 100 10
Staff of Catastrophe 0 1200 100 100 10
Staff of Charm 0 1100 100 100 10
Staff of Conflagration 0 3200 100 100 10
Staff of Confusion 0 1200 100 100 10
Staff of Corrosion 0 1200 100 100 10
Staff of Demoralize 0 1200 100 100 10
Staff of Diminishing 0 1600 100 100 10
Staff of Discord 0 3200 100 100 10
Staff of Dispel 0 1900 100 100 10
Staff of Domination 0 1200 100 100 10
Staff of Fatigue 0 1900 100 100 10
Staff of Feeblemind 0 1200 100 100 10
Staff of Fire 0 1600 100 100 10
Staff of Fireball 0 1600 100 100 10
Staff of Flame 10 500 100 100 8
Staff of Fragility 0 800 100 100 10
Staff of Frailty 0 1200 100 100 10
Staff of Frost 0 1600 100 100 10
Staff of Hoarfrost 0 3200 100 100 10
Staff of Ice Storm 0 1600 100 100 10
Staff of Indarys 15 3000 100 200 5
Staff of Indarys 15 4500 100 200 5
Staff of Indarys 15 6000 100 200 5
Staff of Indarys 15 7500 100 200 5
Staff of Indarys 15 9000 100 200 5
Staff of Indarys 15 2400 100 200 5
Staff of Legion 0 3200 100 100 10
Staff of Lethargy 0 800 100 100 10
Staff of Light 0 2200 100 100 10
Staff of Lightning 0 1600 100 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Nenalata 0 1400 20 100 10
Staff of Open 0 1200 100 100 10
Staff of Pacification 0 3200 100 100 10
Staff of Paralyzing Burst 0 1900 100 100 10
Staff of Ruin 0 1500 100 100 10
Staff of Severing 0 450 100 100 10
Staff of Shock 0 1 0 0 8
Staff of Sickness 0 1900 100 100 10
Staff of Silence 0 1200 100 100 10
Staff of Storms 0 1600 100 100 10
Staff of Submission 0 3200 100 100 10
Staff of Sundering 0 1600 100 100 10
Staff of Taming 0 1200 100 100 10
Staff of Telekinesis 0 1600 100 100 10
Staff of the Battlemage 3 500 30 10 12
Staff of the Dazed 0 800 100 100 10
Staff of the Doomed 0 800 100 100 10
Staff of the Everscamp 3 0 30 0 12
Staff of the Grave 0 1600 100 100 10
Staff of the Healer 0 4400 100 100 10
Staff of the Mundane 0 3200 100 100 10
Staff of the Oaf 0 800 100 100 10
Staff of the Pariah 0 1200 100 100 10
Staff of the Plague 0 800 100 100 10
Staff of the Weary 0 1200 100 100 10
Staff of Thunderbolts 0 3200 100 100 10
Staff of Unholy Terror 0 2800 100 100 10
Staff of Vulnerability 0 3200 100 100 10
Staff of Weakness 0 1200 100 100 10
Staff of Weakness 0 3200 100 100 10
Staff of Withering 0 3200 100 100 10
Staff of Worms 10 5000 100 0 10
Steel Arrow 9 0 2 0.1
Steel Battle Axe 14 0 224 75 35
Steel Bow 9 0 144 30 10
Steel Bow 9 0 100 10 5
Steel Bow 9 0 144 30 10
Steel Claymore 14 0 224 80 26
Steel Cutlass 11 0 192 40 25
Steel Dagger 7 0 112 20 4
Steel Longsword 12 0 192 45 24
Steel Longsword 12 0 100 45 5
Steel Longsword 12 0 192 45 24
Steel Mace 12 0 192 40 19
Steel Shortsword 9 0 144 25 10
Steel Shortsword 9 0 144 25 10
Steel War Axe 10 0 160 35 16
Steel Warhammer 16 0 256 125 39
Steel Warhammer 16 0 60 50 5
Storm Bow 14 1200 264 360 16
Stormcall Arrow 7 250 8 0.1
Sufferthorn 9 1000 70 31 5
Sufferthorn 9 1500 70 31 5
Sufferthorn 9 2000 70 31 5
Sufferthorn 9 3000 70 31 5
Sufferthorn 9 3400 70 31 5
Sufferthorn 9 6700 70 31 5
Sufferthorn 9 8000 70 31 5
Sword of Nab 14 100 200 120 20
Sword of Submission 10 800 140 20 20
Sword of Wounding 17 1200 408 670 18
Tempest 24 1600 624 2200 56
Test AE Arrow 8 30 4 0.1
TestStaff 10 0 100 10 10
TestStaff03 14 0 100 10 10
Thieve's Dagger 15 1200 360 570 8
Thornblade 13 2100 211 90 22
Thornblade 16 3000 350 200 32
Thornblade 20 4500 510 840 40
Thornblade 22 6000 605 1700 44
Thornblade 24 9000 705 3100 48
Thornblade 11 1200 185 40 18
Truncheon of Submission 10 3330 200 1700 8
Umbra 28 2500 700 4500 45
Unfinished Staff 12 0 900 50 24
Volendrung 14 0 700 125 28
Volendrung 20 2500 3200 4300 60
Voltag 22 1600 572 1500 39
Wabbajack 10 3000 100 10 10
War Axe of Absorption 18 1200 432 710 32
War Axe of Beguilement 18 1200 432 710 32
War Axe of Blizzards 20 1600 520 1450 36
War Axe of Burning 10 300 160 35 16
War Axe of Cold 14 800 280 165 24
War Axe of Damnation 22 1600 616 3100 40
War Axe of Decay 14 800 280 165 24
War Axe of Deception 16 1200 352 345 28
War Axe of Depletion 12 800 216 60 20
War Axe of Diminishing 10 300 160 35 16
War Axe of Dispel 12 800 216 60 20
War Axe of Dissolution 16 1200 352 345 28
War Axe of Embers 8 300 112 13 12
War Axe of Enfeeblement 14 800 280 165 24
War Axe of Feeding 20 1600 520 1450 36
War Axe of Fire 18 1200 432 710 32
War Axe of Flames 16 1200 352 345 28
War Axe of Fracturing 18 1200 432 710 32
War Axe of Freezing 16 1200 352 345 28
War Axe of Frost 8 300 112 13 12
War Axe of Jinxing 12 800 216 60 20
War Axe of Jolts 10 300 160 35 16
War Axe of Lightning 20 1600 520 1450 36
War Axe of Numbing 10 300 160 35 16
War Axe of Putrification 22 1600 616 3100 40
War Axe of Rending 20 1600 520 1450 36
War Axe of Sapping 12 800 216 60 20
War Axe of Scorching 14 800 280 165 24
War Axe of Seduction 10 300 160 35 16
War Axe of Shocking 14 800 280 165 24
War Axe of Siphoning 16 1200 352 345 28
War Axe of Soul Snares 20 1600 520 1450 36
War Axe of Soul Traps 14 800 280 165 24
War Axe of Souls 8 300 112 13 12
War Axe of Sparks 8 300 112 13 12
War Axe of Storms 22 1600 616 3100 40
War Axe of the Blaze 20 1600 520 1450 36
War Axe of the Dynamo 18 1200 432 710 32
War Axe of the Glacier 18 1200 432 710 32
War Axe of the Inferno 22 1600 616 3100 40
War Axe of Transmogrify 22 1600 616 3100 40
War Axe of Voltage 16 1200 352 345 28
War Axe of Weakness 16 1200 352 345 28
War Axe of Winter 22 1600 616 3100 40
Warhammer of Abeyance 24 1200 576 1500 75
Warhammer of Absorption 24 1200 576 1500 75
Warhammer of Aversion 20 800 400 430 57
Warhammer of Blizzards 26 1600 676 2800 84
Warhammer of Burning 16 300 256 125 39
Warhammer of Cold 20 800 400 430 57
Warhammer of Deadweight 28 1600 784 5000 93
Warhammer of Decay 20 800 400 430 57
Warhammer of Depletion 18 800 324 200 48
Warhammer of Diminishing 16 300 256 125 39
Warhammer of Dispel 18 800 324 200 48
Warhammer of Dissolution 22 1200 484 800 66
Warhammer of Embers 14 300 196 60 30
Warhammer of Encumbrance 24 1200 576 1500 75
Warhammer of Enfeeblement 20 800 400 430 57
Warhammer of Excess 26 1600 676 2800 84
Warhammer of Feeding 26 1600 676 2800 84
Warhammer of Fire 24 1200 576 1500 75
Warhammer of Flames 22 1200 484 800 66
Warhammer of Fracturing 24 1200 576 1500 75
Warhammer of Freezing 22 1200 484 800 66
Warhammer of Frost 14 300 196 60 30
Warhammer of Holy Light 28 1600 784 5000 93
Warhammer of Jinxing 18 800 324 200 48
Warhammer of Jolts 16 300 256 125 39
Warhammer of Lightning 26 1600 676 2800 84
Warhammer of Numbing 16 300 256 125 39
Warhammer of Overload 22 1200 484 800 66
Warhammer of Putrification 28 1600 784 5000 93
Warhammer of Rending 26 1600 676 2800 84
Warhammer of Sapping 18 800 324 200 48
Warhammer of Scorching 20 800 400 430 57
Warhammer of Shocking 20 800 400 430 57
Warhammer of Siphoning 22 1200 484 800 66
Warhammer of Sparks 14 300 196 60 30
Warhammer of Storms 28 1600 784 5000 93
Warhammer of Strain 16 300 256 125 39
Warhammer of the Blaze 26 1600 676 2800 84
Warhammer of the Dynamo 24 1200 576 1500 75
Warhammer of the Glacier 24 1200 576 1500 75
Warhammer of the Grave 14 300 196 60 30
Warhammer of the Inferno 28 1600 784 5000 93
Warhammer of the Undead 26 1600 676 2800 84
Warhammer of Transmogrify 28 1600 784 5000 93
Warhammer of Turning 22 1200 484 800 66
Warhammer of Voltage 22 1200 484 800 66
Warhammer of Warding 16 300 256 125 39
Warhammer of Weakness 22 1200 484 800 66
Warhammer of Weight 14 300 196 60 30
Warhammer of Winter 28 1600 784 5000 93
Weight of Guilt 12 340 100 40 43
Witsplinter 6 1800 100 12 2.7
Witsplinter 8 1980 155 40 3.5
Witsplinter 13 2220 310 260 7
Witsplinter 15 2460 400 570 8
Witsplinter 17 2700 475 1250 9
Witsplinter 19 2940 532 2700 10

Armor
By: APY

Coming soon.

Alchemy
By: APY

The game contains several alchemical items, like potions and poisons. Below you'll find a list of all available potions and poisons in the game, with their weight and effects listed.

Full Name Weight Effect 1 Effect 2 Effect 3 Effect 4
Ale 1 Drain Intelligence Drain Willpower Restore Fatigue
Beer 1 Drain Intelligence Drain Willpower Restore Fatigue
Cheap Wine 1 Drain Agility Drain Intelligence Drain Personality Restore Fatigue
Cure for Vampirism 0 Restore Fatigue Restore Health Restore Magicka Vampirism cure (script)
Cyrodilic Brandy 0.5 Drain Strength Fortify Endurance Fortify Fatigue
Grand Elixir of Exploration 0.5 Fortify Fatigue Fortify Health Fortify Blade Fortify Blunt
(continued) Fortify Destruction Fortify Restoration Fortify Sneak Fortify Security
(continued) Night-Eye
Hist Sap 0 Hist Sap (script)
Human Blood 1 Drain Fatigue Resist Poison
Mead 1 Drain Intelligence Drain Willpower Restore Fatigue
Moderate Elixir of Exploration 0.3 Fortify Fatigue Fortify Health Night-Eye
Newheim's Special Brew 1 Drain Intelligence Drain Willpower Drain Strength Fortify Personality
(continued) Restore Fatigue
Philter of Frostward 1 Resist Frost
Poison of Affliction 0.5 Damage Endurance
Poison of Apathy 0.5 Drain Speed
Poison of Burden 0.5 Burden
Poison of Catastrophe 0.5 Drain Luck
Poison of Clumsiness 0.5 Damage Agility
Poison of Confusion 0.5 Damage Intelligence
Poison of Cowardice 0.5 Drain Willpower
Poison of Debilitation 0.5 Drain Endurance
Poison of Fatigue 0.5 Damage Fatigue
Poison of Feeblemind 0.5 Drain Intelligence
Poison of Frailty 0.5 Drain Strength
Poison of Fright 0.5 Damage Willpower
Poison of Fumbling 0.5 Drain Agility
Poison of Illness 0.5 Damage Health
Poison of Misfortune 0.5 Damage Luck
Poison of Paralysis 0.5 Paralyze
Poison of Repulsion 0.5 Drain Personality
Poison of Separation 0.5 Drain Magicka
Poison of Severing 0.5 Damage Magicka
Poison of Sickness 0.5 Drain Health
Poison of Silence 0.5 Silence
Poison of Slowing 0.5 Damage Speed
Poison of the Fool 0.5 Damage Personality
Poison of Weakness 0.5 Damage Strength
Poison of Weariness 0.5 Drain Fatigue
Potion of Absorption 0.5 Spell Absorption
Potion of Agility 0.5 Fortify Agility
Potion of Alacrity 0.5 Restore Speed
Potion of Antivenom 0.5 Resist Poison
Potion of Chameleon 0.5 Chameleon
Potion of Charisma 0.5 Restore Personality
Potion of Cure Disease 0.5 Cure Disease
Potion of Cure Paralysis 0.5 Cure Paralysis
Potion of Cure Poison 0.5 Cure Poison
Potion of Dedication 0.5 Restore Willpower
Potion of Detect Life 0.5 Detect Life
Potion of Disbelief 0.5 Resist Magicka
Potion of Dispel 0.5 Dispel
Potion of Endurance 0.5 Fortify Endurance
Potion of Fatigue 0.5 Fortify Fatigue
Potion of Feather 0.5 Feather
Potion of Fire Shield 0.5 Fire Shield
Potion of Fortitude 0.5 Restore Endurance
Potion of Fortune 0.5 Restore Luck
Potion of Frost Shield 0.5 Frost Shield
Potion of Grace 0.5 Restore Agility
Potion of Grounding 0.5 Resist Shock
Potion of Healing 0.5 Restore Health
Potion of Health 0.5 Fortify Health
Potion of Insight 0.5 Restore Intelligence
Potion of Insulation 0.5 Resist Fire
Potion of Intelligence 0.5 Fortify Intelligence
Potion of Invisibility 0.5 Invisibility
Potion of Light 0.5 Light
Potion of Luck 0.5 Fortify Luck
Potion of Magicka 0.5 Fortify Magicka
Potion of Might 0.5 Restore Strength
Potion of Nighteye 0.5 Night-Eye
Potion of Personality 0.5 Fortify Personality
Potion of Reflection 0.5 Reflect
Potion of Resistance 0.5 Resist Disease
Potion of Respite 0.5 Restore Fatigue
Potion of Seastride 0.5 Water Walking
Potion of Shock Shield 0.5 Shock Shield
Potion of Sorcery 0.5 Restore Magicka
Potion of Speed 0.5 Fortify Speed
Potion of Strength 0.5 Fortify Strength
Potion of the Sea 0.5 Water Breathing
Potion of Warmth 0.5 Resist Frost
Potion of Willpower 0.5 Fortify Willpower
Rosethorn Mead 1 Drain Intelligence Drain Willpower Fortify Strength Fortify Endurance
Shadowbanish Wine 1 Drain Agility Drain Intelligence Night-Eye
Skooma 0.5 Drain Intelligence Drain Agility Fortify Strength Fortify Speed
Strong Elixir of Exploration 0.4 Fortify Fatigue Fortify Health Fortify Blade Fortify Blunt
(continued) Fortify Destruction Fortify Restoration Fortify Sneak Fortify Security
(continued) Night-Eye
Strong Poison of Affliction 0.5 Damage Endurance
Strong Poison of Apathy 0.5 Drain Speed
Strong Poison of Burden 0.5 Burden
Strong Poison of Catastrophe 0.5 Drain Luck
Strong Poison of Clumsiness 0.5 Damage Agility
Strong Poison of Confusion 0.5 Damage Intelligence
Strong Poison of Cowardice 0.5 Drain Willpower
Strong Poison of Debilitation 0.5 Drain Endurance
Strong Poison of Fatigue 0.5 Damage Fatigue
Strong Poison of Feeblemind 0.5 Drain Intelligence
Strong Poison of Frailty 0.5 Drain Strength
Strong Poison of Fright 0.5 Damage Willpower
Strong Poison of Fumbling 0.5 Drain Agility
Strong Poison of Illness 0.5 Damage Health
Strong Poison of Misfortune 0.5 Damage Luck
Strong Poison of Paralysis 0.5 Paralyze
Strong Poison of Repulsion 0.5 Drain Personality
Strong Poison of Separation 0.5 Drain Magicka
Strong Poison of Severing 0.5 Damage Magicka
Strong Poison of Sickness 0.5 Drain Health
Strong Poison of Silence 0.5 Silence
Strong Poison of Slowing 0.5 Damage Speed
Strong Poison of the Fool 0.5 Damage Personality
Strong Poison of Weakness 0.5 Damage Strength
Strong Poison of Weariness 0.5 Drain Fatigue
Strong Potion of Absorption 0.5 Spell Absorption
Strong Potion of Agility 0.5 Fortify Agility
Strong Potion of Alacrity 0.5 Restore Speed
Strong Potion of Antivenom 0.5 Resist Poison
Strong Potion of Chameleon 0.5 Chameleon
Strong Potion of Charisma 0.5 Restore Personality
Strong Potion of Dedication 0.5 Restore Willpower
Strong Potion of Detect Life 0.5 Detect Life
Strong Potion of Disbelief 0.5 Resist Magicka
Strong Potion of Dispel 0.5 Dispel
Strong Potion of Endurance 0.5 Fortify Endurance
Strong Potion of Fatigue 0.5 Fortify Fatigue
Strong Potion of Feather 0.5 Feather
Strong Potion of Fire Shield 0.5 Fire Shield
Strong Potion of Fortitude 0.5 Restore Endurance
Strong Potion of Fortune 0.5 Restore Luck
Strong Potion of Frost Shield 0.5 Frost Shield
Strong Potion of Grace 0.5 Restore Agility
Strong Potion of Grounding 0.5 Resist Shock
Strong Potion of Healing 0.5 Restore Health
Strong Potion of Health 0.5 Fortify Health
Strong Potion of Insight 0.5 Restore Intelligence
Strong Potion of Insulation 0.5 Resist Fire
Strong Potion of Intelligence 0.5 Fortify Intelligence
Strong Potion of Invisibility 0.5 Invisibility
Strong Potion of Light 0.5 Light
Strong Potion of Luck 0.5 Fortify Luck
Strong Potion of Magicka 0.5 Fortify Magicka
Strong Potion of Might 0.5 Restore Strength
Strong Potion of Nighteye 0.5 Night-Eye
Strong Potion of Personality 0.5 Fortify Personality
Strong Potion of Reflection 0.5 Reflect
Strong Potion of Resistance 0.5 Resist Disease
Strong Potion of Respite 0.5 Restore Fatigue
Strong Potion of Seastride 0.5 Water Walking
Strong Potion of Shock Shield 0.5 Shock Shield
Strong Potion of Sorcery 0.5 Restore Magicka
Strong Potion of Speed 0.5 Fortify Speed
Strong Potion of Strength 0.5 Fortify Strength
Strong Potion of the Sea 0.5 Water Breathing
Strong Potion of Warmth 0.5 Resist Frost
Strong Potion of Willpower 0.5 Fortify Willpower
Summon Dremora Lord 0 Summon Dremora Lord
Surilie Brothers Vintage 399 1 Drain Agility Drain Intelligence Fortify Health
Surilie Brothers Vintage 415 1 Drain Agility Drain Intelligence Fortify Health
Surilie Brothers Wine 1 Drain Agility Drain Intelligence Fortify Health
Tamika Vintage 399 1 Drain Agility Drain Intelligence Fortify Health
Tamika Vintage 415 1 Drain Agility Drain Intelligence Fortify Health
Tamika's West Weald Wine 1 Drain Agility Drain Intelligence Fortify Health
Turpentine 1 Damage Painted Trolls (script)
Weak Elixir of Exploration 0.2 Fortify Health Night-Eye
Weak Poison of Affliction 0.5 Damage Endurance
Weak Poison of Apathy 0.5 Drain Speed
Weak Poison of Burden 0.5 Burden
Weak Poison of Catastrophe 0.5 Drain Luck
Weak Poison of Clumsiness 0.5 Damage Agility
Weak Poison of Confusion 0.5 Damage Intelligence
Weak Poison of Cowardice 0.5 Drain Willpower
Weak Poison of Debilitation 0.5 Drain Endurance
Weak Poison of Fatigue 0.5 Damage Fatigue
Weak Poison of Feeblemind 0.5 Drain Intelligence
Weak Poison of Frailty 0.5 Drain Strength
Weak Poison of Fright 0.5 Damage Willpower
Weak Poison of Fumbling 0.5 Drain Agility
Weak Poison of Illness 0.5 Damage Health
Weak Poison of Misfortune 0.5 Damage Luck
Weak Poison of Paralysis 0.5 Paralyze
Weak Poison of Repulsion 0.5 Drain Personality
Weak Poison of Separation 0.5 Drain Magicka
Weak Poison of Severing 0.5 Damage Magicka
Weak Poison of Sickness 0.5 Drain Health
Weak Poison of Silence 0.5 Silence
Weak Poison of Slowing 0.5 Damage Speed
Weak Poison of the Fool 0.5 Damage Personality
Weak Poison of Weakness 0.5 Damage Strength
Weak Poison of Weariness 0.5 Drain Fatigue
Weak Potion of Absorption 0.5 Spell Absorption
Weak Potion of Agility 0.5 Fortify Agility
Weak Potion of Alacrity 0.5 Restore Speed
Weak Potion of Antivenom 0.5 Resist Poison
Weak Potion of Chameleon 0.5 Chameleon
Weak Potion of Charisma 0.5 Restore Personality
Weak Potion of Dedication 0.5 Restore Willpower
Weak Potion of Detect Life 0.5 Detect Life
Weak Potion of Disbelief 0.5 Resist Magicka
Weak Potion of Dispel 0.5 Dispel
Weak Potion of Endurance 0.5 Fortify Endurance
Weak Potion of Fatigue 0.5 Fortify Fatigue
Weak Potion of Feather 0.5 Feather
Weak Potion of Fire Shield 0.5 Fire Shield
Weak Potion of Fortitude 0.5 Restore Endurance
Weak Potion of Fortune 0.5 Restore Luck
Weak Potion of Frost Shield 0.5 Frost Shield
Weak Potion of Grace 0.5 Restore Agility
Weak Potion of Grounding 0.5 Resist Shock
Weak Potion of Healing 0.5 Restore Health
Weak Potion of Health 0.5 Fortify Health
Weak Potion of Insight 0.5 Restore Intelligence
Weak Potion of Insulation 0.5 Resist Fire
Weak Potion of Intelligence 0.5 Fortify Intelligence
Weak Potion of Invisibility 0.5 Invisibility
Weak Potion of Light 0.5 Light
Weak Potion of Luck 0.5 Fortify Luck
Weak Potion of Magicka 0.5 Fortify Magicka
Weak Potion of Might 0.5 Restore Strength
Weak Potion of Nighteye 0.5 Night-Eye
Weak Potion of Personality 0.5 Fortify Personality
Weak Potion of Reflection 0.5 Reflect
Weak Potion of Resistance 0.5 Resist Disease
Weak Potion of Respite 0.5 Restore Fatigue
Weak Potion of Seastride 0.5 Water Walking
Weak Potion of Shock Shield 0.5 Shock Shield
Weak Potion of Sorcery 0.5 Restore Magicka
Weak Potion of Speed 0.5 Fortify Speed
Weak Potion of Strength 0.5 Fortify Strength
Weak Potion of the Sea 0.5 Water Breathing
Weak Potion of Warmth 0.5 Resist Frost
Weak Potion of Willpower 0.5 Fortify Willpower

Sigil Stones
By: ammant

This chapter of the FAQ was written by ammant and is independently available at IGN as well at faqs.ign.com/articles/699/699354p1.html.

There are 30 different varieties of Sigil Stones, each with a particular set of enchantments (one if used on a weapon and one if used on a wearable item).

The variety you get will be random, your only choice will be whether to enchant a weapon or wearable item.

Weapon (enemy effect)Wearable Item (character effect)
1.Absorb AgilityFortify Agility
2.Absorb EnduranceResist Disease
3.Absorb FatigueFortify Fatigue
4.Absorb HealthFortify Health
5.Absorb IntelligenceFortify Intelligence
6.Absorb MagickaFortify Magicka
7.Absorb SpeedFortify Speed
8.Absorb StrengthFortify Strength
9.BurdenFeather
10.Damage FatigueFortify Fatigue
11.Damage HealthFortify Health
12.Damage MagickaFortify Magicka
13.DemoralizeFortify Willpower
14.Disintegrate ArmorShield
15.DispelSpell Absorption
16.Disintegrate WeaponFortify Blade Skill
17.Disintegrate WeaponFortify Blunt Skill
18.Fire DamageFire Shield
19.Fire DamageResist Fire
20.Fire DamageLight
21.Frost DamageFrost Shield
22.Frost DamageResist Frost
23.Frost DamageWater Walking
24.Shock DamageShock Shield
25.Shock DamageResist Shock
26.Shock DamageNight Eye
27.SilenceResist Magicka
28.SilenceChameleon
29.Soul TrapResist Magicka
30.Turn UndeadDetect Life

The magnitude (strength) of the above enchantments will be based on your character level when you found the Sigil Stone.

Descendant Sigil Stone -- Level 1-4
Subjacent Sigil Stone -- Level 5-8
Latent Sigil Stone -- Level 9-12
Ascendent Sigil Stone -- Level 13-16
Transcendent Sigil Stone -- Level 17 and up

Cheats/Secrets

In this section you'll find a variety of cheats, hints and tips. If you find something here that's not working, please let APY know (contact at the top of the guide).

Console Cheats (PC)
By: APY

The console cheats will only work on the PC version of the game, since only that version has an in-game console. Press tilde (~) on your keyboard to bring it up. Then type any of the following commands and confirm with the Enter key:

EffectCode
Add all spells to player psb
Adds 100 points to an attribute (here luck) modpca luck 100
Adds 100 points to the skill modpcs skill 100
Adds the desired amount of gold. Replace the 'XXX' with the amount wanted. player.additem 0000000F 'XXX'
Allows you to change your birthsign Showbirthsignmenu
Allows you to change your class showclassmenu
Change the angle of your point of view (default is 75) POV #
Changes player level to desired number (use 1-255) player.setlevel 1
Changes your gender SexChange
Completes all quest stages caqs
Creates a window with the full game scene graph SSG
Exit game without using menus qqq
Forces a skill level up of # levels, example: advskill blade 4 advskill skill #
Forces the levelup screen. advlevel
Free camera tfc
Gives the player the given item and amount of the item. player.additem <formID> <amount>
Gives you # of item 00000000 (use other hex combinations for items) Player.AddItem 00000000 #
Gives you fame SetPCFame
Gives you infame SetPCInfamy
Gives you spell 00000000 (use other hex combinations for spells) Player.AddSpell 00000000
God Mode Without targeting, type "tgm"
Increase (or decrease) Ability or Attribute player.setAV <Ability/attribute> <#>
Instant kill Click any human or creature, type "kill"
Removes Bounty on your head. player.setcrimegold 0
Removes item from your inventory (e.g. after cheating) player.removeitem itemID number of items
Show the class selection screen ShowClassMenu
Show the name/race/appearance selection screen ShowRaceMenu
Show the sign selection screen ShowBirthSignMenu
spawns a NPC or item or creature where you put the cords in this requires a ref. PlaceAtMe <formID>, <number of spawns>,<x>,<y>
Teleports you to your quest target movetoqt
Toggle AI tai
Toggle AI detection tdetect
Toggle combat AI, "sitting ducks" springs to mind tcai
Toggle debug display (FPS etc) tdt
Toggle Full Help tfh
Toggle Grass tg
Toggle land LOD tll
Toggle leaves tlv
Toggle sky ts
Toggle trees tt
Toggle wireframe mode twf
Toggles collision - you go in the direction your facing, up/down/etc ) tcl
Toggles fog of war that hides the map tfow
Toggles hiding of all menus (for taking screenshots) tm
Toggles NPC conversation subtitles ShowSubtitle
Unlocks target object Click a locked door or chest, type "unlock"

Thanks to The Ossus Keeper for submitting the player.removeitem code! Source: Planet Elder Scrolls

Vampire Cure Quest money exploit
By: Alienslof

There is an exploitable glitch with the reward, which can generate you a good bit of cash. If you stay in the dialogue with him and click on 'reward' again, he will give you the money a second time. This can be done over and over until you leave the dialogue.

Screenshots
By: APY

Find the following line in the settings file 'Oblivion.ini' (usually located in My Documents\My Games\Oblivion\Oblivion.ini): bAllowScreenShot=0. Change it to bAllowScreenShot=1. You can now take screenshots using the PrintScreen-key on your keyboard. They'll be saved as BMP files in the Oblivion folder.

Infinite Money
By: APY

There are various ways of getting infinite money. Both of these are bugs in the game and are likely to be fixed on PC in a patch:

  • In the early part of the game, head to the female Orc outside Kvatch. Sell her your equipped weapon (which isn't possible). You'll keep the weapon, but get the money.
  • Xbox 360: There is a glitch in the 360. You can go Dorian's house in the Talos District in Imperial City, you have to kill him. But in doing so you will be able to loot his body for Gold, by pressing (A). It never runs out. A guard will come in and charge you for stealing the first time. Just remember not to steal any other items, when you return. Just loot the the guys body for gold. (Thanks to rhinouga37 for submitting this!)

Easy Stealing

An easy way to steal in a shop, is to find an item that's on the counter. Jump on the counter and walk over it, until it falls off the counter. Head to the other side of the shop, so the shopkeeper follows you. Quickly run back and grab the item.

Source: IGN

Item Spawning (PC)
By: APY

Using the console in the PC version of the game, you can add many items to your inventory. Press tilde (~) to bring up the console and type the following command:

Player.AddItem 00000000 #

Replace 00000000 with any hex number from the long list, available at IGN as Excel file or as a list at Planet Elder Scrolls.

World Warping (PC)
By: APY

Using the console in the PC version of the game, you can warp to any location in the game. Press tilde (~) to bring up the console and type the following command:

Player.coc locationID

Replace locationID with any ID from the locations list, available at IGN or at Planet Elder Scrolls.

Miscellanea

In this section you'll find miscellaneous hints, tips and other things we couldn't fit in other sections.

On horses
By: Alienslof

Horses come in a variety of qualities, color, speed, durability, etc. They range in price from 500 gold for the slowest, up to 5000 for the fastest. Listed here in order from lowest to highest, along with the price and where to purchase.

Paint Horse (slowest) – 500 gold – Leyawiin, Five Riders Stables and Bruma, Wildeye Stables
Bay Horse – 1000 gold – Skingrad, Grateful Pass Stables and Bravil, Bay Roan Stables
Chestnut Horse – 2500 gold – Chorrol, North Country Stables
White Horse – 4000 – gold – Anvil, Horse Whisperer Stables
Black Horse (fastest) – 5000 gold – Cheydinhal, Black Waterside Stables

You pay a fixed price that can't be haggled, then one animal will be renamed 'My whatever colour Horse'.

There are two horses you can acquire without paying for them or stealing them. Prior Marborel's slow but steady Paint Horse is given to you at the start of the main quest if you speak to him about assistance. Partway through the Dark Brotherhood quests, Lucien Lachance gifts you with a black beast called Shadowmere – this horse is the fastest and meanest thing on four hooves and gets very enthusiastic in fights!

There are also rumors about a unicorn…

(There is a console trick that allows you to rename your horse to whatever name you'd prefer: setactorfullname xxxx – if you use a name with a space, then the name needs to be in quotes, thus: setactorfullname “xxx xxxx” )

On houses
By: Alienslof

In each town (except Kvatch), there is a potential home for the player to stash spare loot and have their own bed, ranging from a dingy shack up to a large manor complete with domestic staff. Items stashed here will not disappear. Like the horses, these can be bought at a non-negotiable price from the ruling Count/Countess who doubles as an estate agent. Some come with side quests that need to be completed before buying can begin. Listed in order of poorest to poshest:

Imperial City Waterfront Hovel – 2000 gold. Buy from the Office of Imperial Commerce in the Market District. Furniture can be purchased from Three Brothers Trade Goods, also in the Market district.

Bravil – 4000 gold. Buy from Count Regulus Terentius, disposition 50 required. Furniture from The Fair Deal.

Leyawiin – 7000 gold. Buy from Count Marius Caro, disposition 60 required. Furniture from Best Goods and Guarantees.

Bruma – 10000 gold. Buy from Countess Narina Carvain, disposition 60 required. Furniture from Novaroma.

Cheydinhal – 15000 gold. Buy from Count Andel Indarys, disposition 60 required. Furniture from Borba’s Goods and Stores.

Chorrol (Arborwatch) – 20000 gold. Buy from Countess Arriana Valga, disposition 70 required. Fame of 13 or more also needed. Furniture from Northern Goods and Trade.

Skingrad – 25000 gold. Comes with two mini-quests, hidden treasure and domestic servant. Buy from Count Janus Hassildor’s orc butler, Shum Gro-Yarug, disposition 70 and fame of 15 required. Furniture from Colovian Traders. After purchasing the servant’s quarters furnishings, speak toGunder the trader’s assistant, Eyja, who is in the market for better employment.

Anvil – 5000 gold. This is a special case and is linked with the miscellaneous quest, 'Where Spirits Have Lease’. There’s a very good reason why this one is so cheap!

Skill trainers
By: ammant

This chapter of the FAQ was written by ammant and is independently available at IGN as well at faqs.ign.com/articles/699/699352p1.html.

Low level trainers will train to level 40
Medium level trainers will train to level 70
Master level trainers will train to level 100

  • Many trainers require guild membership to train
  • Master Trainers won't have training topic until you are referred to them by a Medium Level trainer. Your skill must be 70 or higher for Medium Level trainers to refer you (Destruction and Marksman medium trainers also require Disposition of 80).
  • Master Trainers usually require a set game stat (Fame/Infamy, NPC's killed, etc) and/or a quest completion.

Acrobatics

Low Level
Quill-Weave: Anvil (house on main thoroughfare) Ida Vlinorman: Imperial City (house NE quad of Elven Gardens District)

Medium Level
Tsrava: Leyawiin (J'Bari's house in south central quad) Ganredhel: Cheydinhal (house SE corner)

Master Trainer
Torbern: Aerin's Camp (N. of Cheydinhal, E. of Azura's Shrine, NE of Rugdumph's Estate)
* No special requirements or quest

Alchemy

Low Level
Felen Relas: Anvil Mages Guild S'drassa: Leyawiin Mages Guild

Medium Level
Ardaline: Bravil Mages Guild Brotch Calus: Bruma (house E. of Great Chapel of Talos)

Master Trainer
Sinderion: Skingrad (West Weald Inn cellar)
* Quest

Alteration

Low Level
Dovyn Aren: Imperial City (house next to Ida Vlinorman in Elven Gardens District) Deetsan: Cheydinhal Mages Guild

Medium Level
Athragar: Chorrol Mages Guild Abhuki: Faregyl Inn (S. of Imperial City on Green Road)

Master Trainer
Tooth-in-the-Sea: Niben Bay (N. of Bravil)
* Quest

Armorer

Low Level
Eitar: Leyawiin (Margarte's house E. of Chapel of Zenithar) Tadrose Helas: Bravil Fighters Guild

Medium Level
Rohssan: Imperial City (A Fighting Chance shop in Market District) Rasheda: Chorrol (Fire and Steel shop)

Master Trainer
Gin-Wulm: Imperial City (The Best Defense shop in Market District, or wandering Market or Elven Gardens District)
* Quest

Athletics

Low Level
Uuras: Skingrad (house SW corner) Mahei: Leyawiin (house)

Medium Level
Hauls-Ropes-Faster: Anvil (The Fo'c'sle or wandering Waterfront) Honditar: house (SW of Chorrol)

Master Trainer
Rasia Brandus: Anvil (Silgor Bradus house)
* Discover 30 locations

Blade

Low Level
Naspia Cosma: Cheydinhal Castle Right-Wind: Bruma Fighters Guild

Medium Level
Sherina: Leyawiin Fighters Guild Rhano: Anvil Fighters Guild

Master Trainer
Alix Lencolia: Faregyl Inn (S. of Imperial City on Green Road)
* Fame or Infamy of at least 20

Block

Low Level
Fadus Calidius: Skingrad Fighters Guild Huurwen: Anvil Fighters Guild

Medium Level
Lum gro-Barath: Chorrol Fighters Guild Ambroise Canne: Skingrad (house in SE corner)

Master Trainer
Adragil: Bravil (upstairs from Dro'Shanji house in north central section)
* Quest

Blunt

Low Level
Bugak gro-Bol: Leyawiin (Southern Books shop) Vigdis: Anvil Fighters Guild

Medium Level
Christophe Marane: Brina Cross Inn (NE of Anvil) Azzan: Anvil Fighters Guild

Master Trainer
Irene Metrick: Imperial City (house in SW quad Elven Gardens District)
* 50 NPC kills

Conjuration

Low Level
Fathis Aren: Bravil Castle Sulinus Vassinus: Skingrad Mages Guild

Medium Level
Alberic Litte: Chorrol Mages Guild Arentus Falvius: Bruma Great Chapel of Talos

Master Trainer
Olyn Seren: Molag Bal Shrine (W of Imperial City)
* Quest

Destruction

Low Level
Chanel: Chorrol Castle J'skar: Bruma Mages Guild

Medium Level
Marc Gulitte: Anvil Mages Guild Delphine Jend: Bravil Mages Guild

Master Trainer
Bralsa Andaren: Camp (Imperial Reserve near Kynareth Shrine W. of Weatherlea Estate)
* Quest

Hand-To-Hand

Low Level
Nahsi: Bravil Fighters Guild Rufrius Vinicius: Anvil Fighters Guild

Medium Level
Davela Hlaren: Imperial Bridge Inn (N. bank of Silverfish River E. of Yellow Rdl) Ra'qanar: Cheydinhal Castle

Master Trainer
Helvius Cecia: Bruma (house in SE corner)
* Quest

Heavy Armor

Low Level
Brodras: Leyawiin Fighters Guild Bumph gra-Gash: Bruma Fighters Guild

Medium Level
Valis Odiil: Chorrol (house SE corner or The Gray Mare) Varnado: Imperial City (The Best Defense shop in Market District)

Master Trainer
Pranal: Roxey Inn (NE corner of Lake Rumare on Red Ring Rd)
* Quest

Illusion

Low Level
Hil the Tall: Cheydinhal Chapel of Arkay Jantus Brolus: Bruma (Istrius Brolus house)

Medium Level
Carahil: Anvil Mages Guild Kud-Ei: Bravil Mages Guild

Master Trainer
Martina Floria: Imperial City (Chironasium at Arcane University)
* Quest

Light Armor

Low Level
Dul gro-Shug: Imperial City (house NE quad Elven Gardens District) Olfand: Bruma (North Winds shop)

Medium Level
Luciana Galena: Bravil (house above house for sale in southern section) Ahdarji: Leyawiin (house W of castle's southern gate)

Master Trainer
J'Bari: Leyawiin (house in south central quad)
* Quest

Marksman

Low Level
Edla Dark-Heart: Bruma (Regner's house on south side) Shameer: Skingrad (house W of Great Chapel of Julianos)

Medium Level
Reman Broder: Skingrad (house SW corner) Pinarus Inventius: Anvil (house)

Master Trainer
Alawen: Troll Candle Camp (E. of Anvil) or hunting
* Quest

Mercantile

Low Level
Foroch: Gottshaw Inn (SW of Kvatch) Mach-Na: Cheydinhal (Mach-Na Books shop)

Medium Level
Margarte: Leyawiin (house E Great Chapel of Zenithar) Seed-Neeus: Chorrol (Northern Goods and Trade shop)

Master Trainer
Palonirya: Imperial City (Divine Elegance shop in Market District)
* Quest

Mysticism

Low Level
Angalmo: Chorrol Mages Guild Druja: Skingrad Mages Guild

Medium Level
Ita Rienus: Bravil Mages Guild Boderi Ferano: Imperial City (Mystic Archive in Arcane University)

Master Trainer
Dagail: Leyawiin Mages Guild
* close 3 Oblivion gates

Restoration

Low Level
Cirroc: Bruma Great Chapel of Talos Marie Palielle: Skingrad Great Chapel of Julianos

Medium Level
Marz: Bravil Great Chapel of Mara Ohtesse: Cheydinhal Great Chapel of Arkay

Master Trainer
Oleta: Kvatch (Chapel of Akatosh or refugee camp)
* Quest

Security

Low Level
Malintus Ancrus: Chorrol (house in SW corner) Samuel Bantien: Imperial City (house SW quad Talos Plaza district)

Medium Level
Dro'Shanji: Bravil (house north central section below Andragil) Mandil: Imperial City (Othrelos's house in NE quad Elven Gardens district)

Master Trainer
J'banna: Imperial City (inside enclosed NE portion of prison yard in Imperial Legion district)
* Quest

Sneak

Low Level
City-Swimmer: Bravil (house above S'krivva SW of city gate) Glistel: Chorrol (Malintus Ancrus house in SW corner)

Medium Level
Othrelos: Imperial City (house NE quad Elven Gardens district) Mirabelle Monet: Anvil (Fo' c'sle boarding house on waterfront)

Master Trainer
Marana Rian: Imperial City (house in NW Temple District or wandering Arboretum or Waterfront districts)
* Quest

Speechcraft

Low Level
Alga: Bruma (Honmund's house) Uravasa Othelas: Bravil Great Chapel of Mara

Medium Level
Varon Vamori: Bravil (house across from Chapel) Gruiand Garrana: Cheydinhal Great Chapel of Arkay

Master Trainer
Tandilwe: Imperial City (Temple of the One in Temple district)
* Quest

Custom spells and enchantments
By: daedalus42

This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well at faqs.ign.com/articles/699/699343p1.html.

You need access to the Arcane University for these. Enchant your weapons, armor, and other items with your own spells in the Chironasium, and customize your own spells in the Praxographical Center.

You can recharge enchanted items in a number of ways: you can pay a Mages Guild member to do it for you, or use a Varla stone (which recharges EVERY enchanted item in your inventory) or Soul Gem. The amount a Soul Gem will recharge an item is based on the quality of the soul it contains. Larger Soul Gems can hold higher quality souls. Capture souls in Soul Gems by casting a Soul Trap spell on a creature (non-human) so that the spell is still in effect when it dies.

Lockpicking
By: daedalus42

This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well at faqs.ign.com/articles/699/699343p1.html.

Push the tumbler up, then Activate when it's in place at the top of the lock. But there is a method to the madness, the mastery of which might mean you never break a lockpick again! Glubags says:

"The way I go about it is to continuously push the tumbler upward until I notice a significant decrease in the tumbler's upward speed. I know then that it will stay at the top much longer than normal, so I have plenty of time to click when it reaches the top. Pay no attention to downward speed, as the next push speed will be random.
Click only when the tumbler rises slowly and you should be able to pick every pickable lock. Just be patient."

A streaming video of this technique in action is available at Planet Elder Scrolls. Disclaimer: Video may not play for everyone.

And last but not least, don't forget that there's a Difficulty Slider in case the game is too hard for you. Or too easy, for that matter! Happy gaming!

FAQ

Q: So how's life?
A: Good, how's yours?

Changelog

0.1 (29 March 2006) - initial version

0.2 (31 March 2006)

  • Added a list of Alchemy items + effects
  • Added a list of in-game Weapons + stats
  • Added Fighters' Guild quests
  • Expanded Bravil Recommendation quest in 'Mages' Guild'
  • Added some Main Quest quests
  • Added section on Sigil stones to 'Items'
  • Corrected some cheats
  • Corrected minor layout issues

1.0 (5 April 2006)

  • Completed Fighters' Guild walkthrough!
  • Completed Main Quest walkthrough!
  • Completed Mages' Guild walkthrough!
  • Completed Vampires walkthrough!
  • Added an Arena walkthrough: combatant quests
  • Added some cheats
  • Added section 'Miscellanea' with info on horses, houses, skill trainers, custom spells and enchantments, lockpicking
  • Corrected minor layout issues

Conclusion

We hope you enjoyed our guide, since we put a lot of work on it. If you encounter problems, feel free to mail the person responsible for that part. Suggestions, feedback, comments etc. are welcome too.

Thanks to: ammant, daedalus42, Kallale, Jason Nicholas, Jocke Lövgren, rhinouga37, SweetG[UK], The Ossus Keeper

Copyright (c) 2006 by Alienslof, Arjen 'Grawl' Voogt, Abram 'APY' Wagenaar, Cheryl 'Korana', Jack 'Valerias' Robinson, Robin Irvin, Tina 'Sirius Snape' Duncan. Design by Arjen 'Grawl' Voogt. This guide may only be used by IGN, PlanetElderScrolls and personal sites of the authors.